取消将对象加载到THREE.js中的场景中

时间:2015-06-01 22:28:12

标签: javascript angularjs three.js

所以我有一个THREE.js场景,我必须取消将文件上传到场景。在我的页面中,我可以上传多个可能的文件,但我尝试设置它,以便您一次只能上传一个文件以便在场景中查看。我使用angular来实现我的三个js场景和画布本质上是一个工厂,因为我一次只想要一个画布的一个实例。这是该工厂的基本代码(对于这个特定问题)我顺便使用Angular,这是开始时app.factory和PartLibrary注入的原因,但这不是相关。您需要知道的是PartLibrary.load_part_stl()只是一个函数,它调用ajax来获取要加载的stl文件的url ::

app.factory('ModelViewer', ['PartLibrary', function(QuoteLibrary){
    var modelViewer = {
        model_material: {},
        part_model: {},
        part: {}, 
        scene: {},
        camera: {},
        renderer: {},
        loader: {},
        manager: {},
        id: {}
    };

    modelViewer.destroy_old = function(canvas_selector){
        cancelAnimationFrame(this.id);
        this.scene = null;
        this.renderer = null;
        this.camera = null;
        this.part_edges = null;
        this.part_model = null;
        this.loader = null;
        this.manager = null;
        $('canvas').remove();
    }

    modelViewer.init = function(part, canvas_selector){
        var self = this;


        // distroy any old three js canvases
        self.destroy_old(canvas_selector);

        self.part = part;
        self.initiated = true;
        var container = $(canvas_selector)[0];
        self.scene = new THREE.Scene();
        self.camera = new THREE.PerspectiveCamera( 45, $(canvas_selector).width()/$(canvas_selector).height(), 1, 20000 );
        self.scene.add( new THREE.AmbientLight( 0x4F4F4F ) );


        self.renderer = new THREE.WebGLRenderer( { antialias: true } );
        container.appendChild( self.renderer.domElement );

        PartLibrary.load_part_stl(part.id)
            .success(function(url){
                loadModel(url, self);
            })
            .error(function(){
                console.log("Error loading STL file for 3D view");
            });

        function loadModel(url){

            self.manager = new THREE.LoadingManager();
            self.loader = new THREE.STLLoader(self.manager);

            self.manager.onLoad = function(item, loaded, total){
                $('.model-loading').hide();
            }

            self.loader.load(url, function(geometry){
                self.model_material = new THREE.MeshPhongMaterial();
                self.part_model = new THREE.Mesh( geometry, self.model_material );

                self.scene.add( self.part_model );
            });
        }

        function animate() {
            self.id = requestAnimationFrame( animate );
            render();
        }

        function render() {
            // var timer = Date.now() * 0.0005;
            self.renderer.render( self.scene, self.camera );

        }
        animate();
    }

    return modelViewer;
}]);

所以基本上它是如何工作的是有多个可能的画布(取决于canvas_selector),但只有一个活动画布,因为旧的画布/场景/渲染器/等...每次启动新模型时都会被销毁(因此init函数开头的self.destroy_old)。

如果我在创建新场景之前等待加载对象,它会按预期工作,因此当启动新场景时,场景中只会出现一个部分。但是,如果启动场景,然后在旧场景仍在加载该部分时启动另一场景,则新场景将加载新旧场景。尽管在创建新的之前将loader,loadermanager和part设置为null,但仍会发生这种情况。

那么有人知道如何阻止加载器在加载时将文件加载到场景中吗?

我无法在文档中找到任何看似加载器或STLLoader(继承加载器)的本机函数。

2 个答案:

答案 0 :(得分:1)

现在只是为了更新任何人,拉取请求已经合并,你可以在onprogress回调中实际取消。

var loader = new THREE.STLLoader();

loader.load('test.stl', function ( geometry ) {
    //stuff here
}, function(url) {
    //logic here
    url.currentTarget.abort()
}) ;   

答案 1 :(得分:0)

好的,所以我必须对three.js和STLLoader文件进行一些(非常简单的)更改,我从这里得到了这个想法cancel download jsonLoader & ImageUtils.loadTexture。无论如何,这是我自己的解决方案:

在three.js中,我必须对THREE.XHRLoader进行以下更改:

THREE.XHRLoader.prototype = {

    constructor: THREE.XHRLoader,

    load: function ( url, onLoad, onProgress, onError ) {

        ...

        var request = new XMLHttpRequest();

        ...

        scope.manager.itemStart( url );

        return request; // I ADDED THIS

    },
    ...

};

然后在STLLoader.js中我添加了:

THREE.STLLoader.prototype = {

constructor: THREE.STLLoader,

load: function ( url, onLoad, onProgress, onError ) {

    var scope = this;

    var loader = new THREE.XHRLoader( scope.manager );
    loader.setCrossOrigin( this.crossOrigin );
    loader.setResponseType('arraybuffer');

    // Here I added request to equal loader since i made load return the original xmlhttprequest
    var request = loader.load( url, function ( text ) {

        onLoad( scope.parse( text ) );

    }, onProgress, onError );

    // here I return the request further back to my own application
    return request;

},

最后在我自己的代码中:

var modelViewer = {
    request: {},
    ...
}

modelViewer.destroy_old = function(canvas_selector){
    if (!$.isEmptyObject(this.request)){
        this.request.abort();
    }
    ...
}

modelViewer.init = function(part, canvas_selector){
    ...
    function loadModel(url){
        ...
        self.request = self.loader.load(url, function(geometry){
        ...
        }
    }
}