threejs场景由球体和平面几何体组成,球体具有图像和平面几何体的纹理 使用2d文本进行纹理处理,并使用单击事件附加平面几何体,当我单击平面几何体时 使用鼠标我需要删除以前的球体和平面几何体并使用新纹理加载新球体 正在发生的图像和新的平面几何,但先前的球体和平面几何仍然留在记忆中,我需要 要删除这些对象,我尝试使用" dispose"方法,但没有帮助我可能是我犯了一些错误 实施配置方法,因此现场被绞死,有人可以帮我解决 这个问题。我添加了部分代码,可能会对问题有所了解。https://jsfiddle.net/v1ayw803/
var spheregeometry = new THREE.SphereGeometry(radius, 20, 20, 0, -6.283, 1, 1);
var texture = THREE.ImageUtils.loadTexture(response.ImagePath);
texture.minFilter = THREE.NearestFilter;
var spherematerial = new THREE.MeshBasicMaterial({map: texture});
var sphere = new THREE.Mesh(spheregeometry, spherematerial);
//texture.needsUpdate = true;
scene.add(sphere);
var objects = [];
var objects_sphere = [];
objects_sphere.push(sphere);
for(var i=0; i<spriteResponse.length; i++)
{
var cardinal = {ID: parseInt(spriteResponse[i].ID), lat: parseFloat(spriteResponse[i].lat), lon: parseFloat(spriteResponse[i].lng), name: spriteResponse[i].name};
//var sprite = new labelBox(cardinal, radius, root);
//sprite.update(); was previously commented
//spritearray.push(sprite);
var phi = Math.log( Math.tan( cardinal.lat*(Math.PI/180) / 2 + Math.PI / 4 ) / Math.tan( click_marker.getPosition().lat()* (Math.PI/180) / 2 + Math.PI / 4) );
var delta_lon = Math.abs( click_marker.getPosition().lng() - cardinal.lon )*Math.PI/180;
var bearing = Math.atan2( delta_lon , phi ) ;
var Z_value = Math.cos(bearing)*(radius*0.75);
var X_value = Math.sin(bearing)*(radius*0.75);
var canvas = document.createElement('canvas');
context = canvas.getContext('2d');
metrics = null,
textHeight = 32,
textWidth = 0,
// actualFontSize = 2;
context.font = "normal " + textHeight + "px Arial";
metrics = context.measureText(cardinal.name);
var textWidth = metrics.width;
//var textHeight = metrics.height;
canvas.width = textWidth;
canvas.height = textHeight;
context.font = "normal " + textHeight + "px Arial";
context.textAlign = "center";
context.textBaseline = "middle";
context.beginPath();
context.rect(0, 0, textWidth, textHeight);
context.fillStyle = "white";
context.fill();
context.fillStyle = "black";
context.fillText(cardinal.name, textWidth / 2, textHeight / 2);
texture_plane = new THREE.Texture(canvas);
var GPU_Value = renderer.getMaxAnisotropy();
texture_plane.anisotropy = GPU_Value;
texture_plane.needsUpdate = true;
//var spriteAlignment = new THREE.Vector2(0,0) ;
material = new THREE.MeshBasicMaterial( {color: 0xffffff,side: THREE.DoubleSide ,map : texture_plane} );
material.needsUpdate = true;
//material.transparent=true;
geometry = new THREE.PlaneGeometry(0.3, 0.2);
plane = new THREE.Mesh( geometry, material );
plane.database_id = cardinal.ID;
plane.LabelText = cardinal.name;
//plane.scale.set( 0.3, 0.3,1 );
plane.scale.set( textWidth/165, textHeight/70, 1 );
plane.position.set(X_value,0,Z_value);
plane.coordinates = { X: X_value, Z: Z_value};
plane.lat_lon = { LAT: cardinal.lat, LON: cardinal.lon};
plane.textWidth = textWidth;
plane.textHeight = textHeight;
objects.push( plane );
scene.add(plane);
plane.userData = { keepMe: true };
//objects.push( plane );
//plane.id = cardinal.ID;
//var direction = camera.getWorldDirection();
camera.updateMatrixWorld();
var vector = camera.position.clone();
vector.applyMatrix3( camera.matrixWorld );
plane.lookAt(vector);
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event )
{
//clearScene();
event.preventDefault();
var mouse = new THREE.Vector2();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
var matched_marker = null;
if(intersects.length != 0)
{
for ( var i = 0; intersects.length > 0 && i < intersects.length; i++)
{
var x_id = intersects[0].object.database_id;
for( var j = 0; markers.length > 0 && j < markers.length; j++)
{
if(x_id == markers[j].ID)
{
matched_marker = markers[j];
break;
}
}
if(matched_marker != null)
{
break;
}
}
// loadScene();
clean_data();
google.maps.event.trigger( matched_marker, 'click' );
}
}
function clean_data()
{
for(var k=0;k<objects_sphere.length;k++)
{
scene.remove( objects_sphere[k] );
objects_sphere[k].geometry.dispose();
objects_sphere[k].material.map.dispose();
objects_sphere[k].material.dispose();
}
for (var j=0; j<objects.length; j++)
{
scene.remove( objects[j] );
objects[j].geometry.dispose();
objects[j].material.map.dispose();
objects[j].material.dispose();
// objects[j].material.needsUpdate = true;
}
/*spheregeometry.dispose();
spherematerial.dispose();
texture.dispose();
scene.remove( sphere );*/
} `
答案 0 :(得分:0)
看起来你永远不会在示例代码或jsFiddle中重新渲染场景。如果从场景中移除对象并且对象仍然存在,则可能是您未再次渲染场景。尝试添加渲染循环。
animationLoop () {
myrenderer.render(myScene, myCamera)
window.requestAnimationFrame(animationLoop)
}