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- Title: Three.js Cleanup
- Description: How to use free memory used by Three.js
- TOC: Freeing Resources
- Three.js apps often use lots of memory. A 3D model
- might be 1 to 20 meg memory for all of its vertices.
- A model might use many textures that even if they are
- compressed into jpg files they have to be expanded
- to their uncompressed form to use. Each 1024x1024
- texture takes 4 to 6meg of memory.
- Most three.js apps load resources at init time and
- then use those resources forever until the page is
- closed. But, what if you want to load and change resources
- over time?
- Unlike most JavaScript, three.js can not automatically
- clean these resources up. The browser will clean them
- up if you switch pages but otherwise it's up to you
- to manage them. This is an issue of how WebGL is designed
- and so three.js has no recourse but to pass on the
- responsibility to free resources back to you.
- You free three.js resource this by calling the `dispose` function on
- [textures](threejs-textures.html),
- [geometries](threejs-primitives.html), and
- [materials](threejs-materials.html).
- You could do this manually. At the start you might create
- some of these resources
- ```js
- const boxGeometry = new THREE.BoxGeometry(...);
- const boxTexture = textureLoader.load(...);
- const boxMaterial = new THREE.MeshPhongMaterial({map: texture});
- ```
- and then when you're done with them you'd free them
- ```js
- boxGeometry.dispose();
- boxTexture.dispose();
- boxMaterial.dispose();
- ```
- As you use more and more resources that would get more and
- more tedious.
- To help remove some of the tedium let's make a class to track
- the resources. We'll then ask that class to do the cleanup
- for us.
- Here's a first pass at such a class
- ```js
- class ResourceTracker {
- constructor() {
- this.resources = new Set();
- }
- track(resource) {
- if (resource.dispose) {
- this.resources.add(resource);
- }
- return resource;
- }
- untrack(resource) {
- this.resources.delete(resource);
- }
- dispose() {
- for (const resource of this.resources) {
- resource.dispose();
- }
- this.resources.clear();
- }
- }
- ```
- Let's use this class with the first example from [the article on textures](threejs-textures.html).
- We can create an instance of this class
- ```js
- const resTracker = new ResourceTracker();
- ```
- and then just to make it easier to use let's create a bound function for the `track` method
- ```js
- const resTracker = new ResourceTracker();
- +const track = resTracker.track.bind(resTracker);
- ```
- Now to use it we just need to call `track` with for each geometry, texture, and material
- we create
- ```js
- const boxWidth = 1;
- const boxHeight = 1;
- const boxDepth = 1;
- -const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
- +const geometry = track(new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth));
- const cubes = []; // an array we can use to rotate the cubes
- const loader = new THREE.TextureLoader();
- -const material = new THREE.MeshBasicMaterial({
- - map: loader.load('resources/images/wall.jpg'),
- -});
- +const material = track(new THREE.MeshBasicMaterial({
- + map: track(loader.load('resources/images/wall.jpg')),
- +}));
- const cube = new THREE.Mesh(geometry, material);
- scene.add(cube);
- cubes.push(cube); // add to our list of cubes to rotate
- ```
- And then to free them we'd want to remove the cubes from the scene
- and then call `resTracker.dispose`
- ```js
- for (const cube of cubes) {
- scene.remove(cube);
- }
- cubes.length = 0; // clears the cubes array
- resTracker.dispose();
- ```
- That would work but I find having to remove the cubes from the
- scene kind of tedious. Let's add that functionality to the `ResourceTracker`.
- ```js
- class ResourceTracker {
- constructor() {
- this.resources = new Set();
- }
- track(resource) {
- - if (resource.dispose) {
- + if (resource.dispose || resource instanceof THREE.Object3D) {
- this.resources.add(resource);
- }
- return resource;
- }
- untrack(resource) {
- this.resources.delete(resource);
- }
- dispose() {
- for (const resource of this.resources) {
- - resource.dispose();
- + if (resource instanceof THREE.Object3D) {
- + if (resource.parent) {
- + resource.parent.remove(resource);
- + }
- + }
- + if (resource.dispose) {
- + resource.dispose();
- + }
- + }
- this.resources.clear();
- }
- }
- ```
- And now we can track the cubes
- ```js
- const material = track(new THREE.MeshBasicMaterial({
- map: track(loader.load('resources/images/wall.jpg')),
- }));
- const cube = track(new THREE.Mesh(geometry, material));
- scene.add(cube);
- cubes.push(cube); // add to our list of cubes to rotate
- ```
- We no longer need the code to remove the cubes from the scene.
- ```js
- -for (const cube of cubes) {
- - scene.remove(cube);
- -}
- cubes.length = 0; // clears the cube array
- resTracker.dispose();
- ```
- Let's arrange this code so that we can re-add the cube,
- texture, and material.
- ```js
- const scene = new THREE.Scene();
- *const cubes = []; // just an array we can use to rotate the cubes
- +function addStuffToScene() {
- const resTracker = new ResourceTracker();
- const track = resTracker.track.bind(resTracker);
- const boxWidth = 1;
- const boxHeight = 1;
- const boxDepth = 1;
- const geometry = track(new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth));
- const loader = new THREE.TextureLoader();
- const material = track(new THREE.MeshBasicMaterial({
- map: track(loader.load('resources/images/wall.jpg')),
- }));
- const cube = track(new THREE.Mesh(geometry, material));
- scene.add(cube);
- cubes.push(cube); // add to our list of cubes to rotate
- + return resTracker;
- +}
- ```
- And then let's write some code to add and remove things over time.
- ```js
- function waitSeconds(seconds = 0) {
- return new Promise(resolve => setTimeout(resolve, seconds * 1000));
- }
- async function process() {
- for (;;) {
- const resTracker = addStuffToScene();
- await wait(2);
- cubes.length = 0; // remove the cubes
- resTracker.dispose();
- await wait(1);
- }
- }
- process();
- ```
- This code will create the cube, texture and material, wait for 2 seconds, then dispose of them and wait for 1 second
- and repeat.
- {{{example url="../threejs-cleanup-simple.html" }}}
- So that seems to work.
- For a loaded file though it's a little more work. Most loaders only return an `Object3D`
- as a root of the hierarchy of objects they load so we need to discover what all the resources
- are.
- Let's update our `ResourceTracker` to try to do that.
- First we'll check if the object is an `Object3D` then track its geometry, material, and children
- ```js
- class ResourceTracker {
- constructor() {
- this.resources = new Set();
- }
- track(resource) {
- if (resource.dispose || resource instanceof THREE.Object3D) {
- this.resources.add(resource);
- }
- + if (resource instanceof THREE.Object3D) {
- + this.track(resource.geometry);
- + this.track(resource.material);
- + this.track(resource.children);
- + }
- return resource;
- }
- ...
- }
- ```
- Now, because any of `resource.geometry`, `resource.material`, and `resource.children`
- might be null or undefined we'll check at the top of `track`.
- ```js
- class ResourceTracker {
- constructor() {
- this.resources = new Set();
- }
- track(resource) {
- + if (!resource) {
- + return resource;
- + }
- if (resource.dispose || resource instanceof THREE.Object3D) {
- this.resources.add(resource);
- }
- if (resource instanceof THREE.Object3D) {
- this.track(resource.geometry);
- this.track(resource.material);
- this.track(resource.children);
- }
- return resource;
- }
- ...
- }
- ```
- Also because `resource.children` is an array and because `resource.material` can be
- an array let's check for arrays
- ```js
- class ResourceTracker {
- constructor() {
- this.resources = new Set();
- }
- track(resource) {
- if (!resource) {
- return resource;
- }
- + // handle children and when material is an array of materials.
- + if (Array.isArray(resource)) {
- + resource.forEach(resource => this.track(resource));
- + return resource;
- + }
- if (resource.dispose || resource instanceof THREE.Object3D) {
- this.resources.add(resource);
- }
- if (resource instanceof THREE.Object3D) {
- this.track(resource.geometry);
- this.track(resource.material);
- this.track(resource.children);
- }
- return resource;
- }
- ...
- }
- ```
- And finally we need to walk the properties and uniforms
- of a material looking for textures.
- ```js
- class ResourceTracker {
- constructor() {
- this.resources = new Set();
- }
- track(resource) {
- if (!resource) {
- return resource;
- }
- * // handle children and when material is an array of materials or
- * // uniform is array of textures
- if (Array.isArray(resource)) {
- resource.forEach(resource => this.track(resource));
- return resource;
- }
- if (resource.dispose || resource instanceof THREE.Object3D) {
- this.resources.add(resource);
- }
- if (resource instanceof THREE.Object3D) {
- this.track(resource.geometry);
- this.track(resource.material);
- this.track(resource.children);
- - }
- + } else if (resource instanceof THREE.Material) {
- + // We have to check if there are any textures on the material
- + for (const value of Object.values(resource)) {
- + if (value instanceof THREE.Texture) {
- + this.track(value);
- + }
- + }
- + // We also have to check if any uniforms reference textures or arrays of textures
- + if (resource.uniforms) {
- + for (const value of Object.values(resource.uniforms)) {
- + if (value) {
- + const uniformValue = value.value;
- + if (uniformValue instanceof THREE.Texture ||
- + Array.isArray(uniformValue)) {
- + this.track(uniformValue);
- + }
- + }
- + }
- + }
- + }
- return resource;
- }
- ...
- }
- ```
- And with that let's take an example from [the article on loading gltf files](threejs-load-gltf.html)
- and make it load and free files.
- ```js
- const gltfLoader = new GLTFLoader();
- function loadGLTF(url) {
- return new Promise((resolve, reject) => {
- gltfLoader.load(url, resolve, undefined, reject);
- });
- }
- function waitSeconds(seconds = 0) {
- return new Promise(resolve => setTimeout(resolve, seconds * 1000));
- }
- const fileURLs = [
- 'resources/models/cartoon_lowpoly_small_city_free_pack/scene.gltf',
- 'resources/models/3dbustchallange_submission/scene.gltf',
- 'resources/models/mountain_landscape/scene.gltf',
- 'resources/models/simple_house_scene/scene.gltf',
- ];
- async function loadFiles() {
- for (;;) {
- for (const url of fileURLs) {
- const resMgr = new ResourceTracker();
- const track = resMgr.track.bind(resMgr);
- const gltf = await loadGLTF(url);
- const root = track(gltf.scene);
- scene.add(root);
- // compute the box that contains all the stuff
- // from root and below
- const box = new THREE.Box3().setFromObject(root);
- const boxSize = box.getSize(new THREE.Vector3()).length();
- const boxCenter = box.getCenter(new THREE.Vector3());
- // set the camera to frame the box
- frameArea(boxSize * 1.1, boxSize, boxCenter, camera);
- await waitSeconds(2);
- renderer.render(scene, camera);
- resMgr.dispose();
- await waitSeconds(1);
- }
- }
- }
- loadFiles();
- ```
- and we get
- {{{example url="../threejs-cleanup-loaded-files.html"}}}
- Some notes about the code.
- If we wanted to load 2 or more files at once and free them at
- anytime we would use one `ResourceTracker` per file.
- Above we are only tracking `gltf.scene` right after loading.
- Based on our current implementation of `ResourceTracker` that
- will track all the resources just loaded. If we added more
- things to the scene we need to decide whether or not to track them.
- For example let's say after we loaded a character we put a tool
- in their hand by making the tool a child of their hand. As it is
- that tool will not be freed. I'm guessing more often than not
- this is what we want.
- That brings up a point. Originally when I first wrote the `ResourceTracker`
- above I walked through everything inside the `dispose` method instead of `track`.
- It was only later as I thought about the tool as a child of hand case above
- that it became clear that tracking exactly what to free in `track` was more
- flexible and arguably more correct since we could then track what was loaded
- from the file rather than just freeing the state of the scene graph later.
- I honestly am not 100% happy with `ResourceTracker`. Doing things this
- way is not common in 3D engines. We shouldn't have to guess what
- resources were loaded, we should know. It would be nice if three.js
- changed so that all file loaders returned some standard object with
- references to all the resources loaded. At least at the moment,
- three.js doesn't give us any more info when loading a scene so this
- solution seems to work.
- I hope you find this example useful or at least a good reference for what is
- required to free resources in three.js
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