How do I clear the memory properly in THREE.js

Viewed 3895

I can get the model to render, I can rotate, and zoom and everything is good UNTIL, I try to clear the scene. I want to clear the scene by clicking the button#clear.

I expect the scene to be traversed, and have its children added to an array. I then expect to iterate over the array and for each item in the array clear it out by calling dispose() on it if it's a geometry or a material and then remove the mesh from the scene.

<html>
  <head>
    <title>Three.js</title>
    <link rel="stylesheet" href="css/main.css" />
  </head>
  <body>
    <button id="clear">Clear Three Out</button>
    <script src="js/three.js"></script>
    <script src="js/OrbitControls.js"></script>
    <script src="js/ObjectLoader.js"></script>
    <script>
    <script>
      (function(){var script=document.createElement('script');script.onload=function(){var stats=new Stats();document.body.appendChild(stats.dom);requestAnimationFrame(function loop(){stats.update();requestAnimationFrame(loop)});};script.src='//rawgit.com/mrdoob/stats.js/master/build/stats.min.js';document.head.appendChild(script);})();
      var scene = new THREE.Scene();

      var width = window.innerWidth;
      var height = window.innerHeight;
      var camera = new THREE.OrthographicCamera(width / - 2, width / 2, height / 2, height / - 2, -1000, 1000); // new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );

      var blackReflectiveMaterial = new THREE.MeshBasicMaterial();     
      var renderer = new THREE.WebGLRenderer();
      renderer.setSize( window.innerWidth, window.innerHeight );
      document.body.appendChild( renderer.domElement );

      // handle resize event
      window.addEventListener( 'resize', function() {
        var width = window.innerWidth;
        var height = window.innerHeight;

        renderer.setSize(width, height);
        camera.aspect = width / height;
        camera.updateProjectionMatrix();
      } );

      // controls
      controls = new THREE.OrbitControls( camera, renderer.domElement );
      camera.position.z = 3;

      // model loader
      var loader = new THREE.ObjectLoader();

      loader.load(
        'models/revol-uv.json', // model of a compound bow
        function( object ) {
          console.log('object: ', object);
          object.scale.x = object.scale.y = object.scale.z = 200;

          object.traverse( function(child) {
            child.material = blackReflectiveMaterial;
          });

          scene.add( object );
        }
      );

      scene.translateY(-345);

      // array to hold Scene's children
      var holder = [];

      // when click the #clear button, call this function
      document.getElementById('clear').onclick = function() {
        scene.traverse( function ( child ) {
          if (child.type === "Mesh") {
            holder.push(child);
          }

        } );
        console.log('holder before clean: ', holder);
        for (var i = 0; i < holder.length; i++) {
          if (holder[i].geometry) {
            holder[i].geometry.dispose();
          }

          console.log('holder[i].material: ', holder[i].material);
          if (holder[i].material) {
            if (holder[i].map) {
              holder[i].material.map.dispose();
            }
            holder[i].material.dispose();
          }

          console.log('holder[i]: ', holder[i]);
          scene.remove(holder[i]);
        }
        console.log('holder after clean: ', holder); // all the objects are still there
      }

      // logic
      var update = function() {

        // any code to rotate ... blah blah not important
      };

      // draw Scene
      var render = function() {
        renderer.render( scene, camera );
      };

      // run loop (update, render, repeat)
      var bowLoop = function() {
        requestAnimationFrame( bowLoop );

        update();
        render();
      };
      bowLoop();
    </script>
  </body>
</html>

Here's the console logs:

The children of the scene

Array(10)
0:THREE.Mesh {uuid: "5574129D-7093-4567-8927-4F07BB7A3928", name: "cable-arm", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
1:THREE.Mesh {uuid: "ED867F5C-F6C4-45BC-BBF7-9DD5061A0CF6", name: "cams", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
2:THREE.Mesh {uuid: "D69C58BB-1E03-4D00-8050-6F2F4739DFE9", name: "handles", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
3:THREE.Mesh {uuid: "50A98720-4E8F-4873-B987-0C993D05FE65", name: "hardware", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
4:THREE.Mesh {uuid: "6CE44421-0614-40E9-8013-FE939CFA0191", name: "limb-pockets", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
5:THREE.Mesh {uuid: "60FF4521-B19B-477D-8223-8B4BFA2A0F5A", name: "limbs", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
6:THREE.Mesh {uuid: "D2980C91-0B19-4757-A831-A3B46546E579", name: "limbsavers", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
7:THREE.Mesh {uuid: "D9858B1C-E4F7-40C4-98DD-163230F9A917", name: "riser", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
8:THREE.Mesh {uuid: "BC7C199B-2867-4446-86FE-D244D7A32E07", name: "string-supressor", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
9:THREE.Mesh {uuid: "02A038E9-FB0B-43FF-B3F2-BCCAFD7E10AC", name: "strings", type: "Mesh", parent: T…E.Scene, children: Array(0), …}

The holder array before the clean:

Array(10)
0:THREE.Mesh {uuid: "5574129D-7093-4567-8927-4F07BB7A3928", name: "cable-arm", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
1:THREE.Mesh {uuid: "ED867F5C-F6C4-45BC-BBF7-9DD5061A0CF6", name: "cams", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
2:THREE.Mesh {uuid: "D69C58BB-1E03-4D00-8050-6F2F4739DFE9", name: "handles", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
3:THREE.Mesh {uuid: "50A98720-4E8F-4873-B987-0C993D05FE65", name: "hardware", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
4:THREE.Mesh {uuid: "6CE44421-0614-40E9-8013-FE939CFA0191", name: "limb-pockets", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
5:THREE.Mesh {uuid: "60FF4521-B19B-477D-8223-8B4BFA2A0F5A", name: "limbs", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
6:THREE.Mesh {uuid: "D2980C91-0B19-4757-A831-A3B46546E579", name: "limbsavers", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
7:THREE.Mesh {uuid: "D9858B1C-E4F7-40C4-98DD-163230F9A917", name: "riser", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
8:THREE.Mesh {uuid: "BC7C199B-2867-4446-86FE-D244D7A32E07", name: "string-supressor", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
9:THREE.Mesh {uuid: "02A038E9-FB0B-43FF-B3F2-BCCAFD7E10AC", name: "strings", type: "Mesh", parent: T…E.Scene, children: Array(0), …}

The holder array after the clean:

Array(10)
0:THREE.Mesh {uuid: "5574129D-7093-4567-8927-4F07BB7A3928", name: "cable-arm", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
1:THREE.Mesh {uuid: "ED867F5C-F6C4-45BC-BBF7-9DD5061A0CF6", name: "cams", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
2:THREE.Mesh {uuid: "D69C58BB-1E03-4D00-8050-6F2F4739DFE9", name: "handles", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
3:THREE.Mesh {uuid: "50A98720-4E8F-4873-B987-0C993D05FE65", name: "hardware", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
4:THREE.Mesh {uuid: "6CE44421-0614-40E9-8013-FE939CFA0191", name: "limb-pockets", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
5:THREE.Mesh {uuid: "60FF4521-B19B-477D-8223-8B4BFA2A0F5A", name: "limbs", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
6:THREE.Mesh {uuid: "D2980C91-0B19-4757-A831-A3B46546E579", name: "limbsavers", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
7:THREE.Mesh {uuid: "D9858B1C-E4F7-40C4-98DD-163230F9A917", name: "riser", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
8:THREE.Mesh {uuid: "BC7C199B-2867-4446-86FE-D244D7A32E07", name: "string-supressor", type: "Mesh", parent: T…E.Scene, children: Array(0), …}
9:THREE.Mesh {uuid: "02A038E9-FB0B-43FF-B3F2-BCCAFD7E10AC", name: "strings", type: "Mesh", parent: T…E.Scene, children: Array(0), …}

No change in memory ... objects are still in heap.

3 Answers

Please check the below code for loading the GLTF file and release memory...

let ZomModel = undefined;
function loadZoom() {
    const gltfLoader = new GLTFLoader();
    gltfLoader.load(modelName, (gltf) => {
        const root = gltf.scene;
        setmaterial(root);
        ZomModel = root;
        root.position.set(0, -3, 0);
        root.scale.set(5, 5, 5);
        scene.add(root);
        console.log(root, 'root')
    });
}
function loadNew(isLoad) {
    console.log("reload " + isLoad);
    // return;
    if (isLoad) {
        if (ZomModel == undefined)
            loadZoom();
    } else {
        // defultmaterial(ZomModel);
        if (ZomModel == undefined) return;
        ZomModel.traverse(object => {
            if (!object.isMesh) return
            scene.remove(object);
            console.log('dispose geometry!')
            object.geometry.dispose()
            if (object.material.isMaterial) {
                cleanMaterial(object.material)
            } else {
                // an array of materials
                for (const material of object.material) cleanMaterial(material)
            }
            object.geometry = undefined;
            object = undefined;
        });
        scene.remove(ZomModel);
        ZomModel = undefined;
    }
}

const cleanMaterial = material => {
    console.log('dispose material!')
    // dispose textures
    for (const key of Object.keys(material)) {
        const value = material[key]
        if (value && typeof value === 'object' && 'minFilter' in value) {
            console.log('dispose texture! ' + key)
            value.dispose();
        }
    }
    material.dispose();
    material = undefined;

}
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