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							448 lines
						
					
					
						
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								<!DOCTYPE html><html lang="en"><head>
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								    <meta charset="utf-8">
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								    <title>Cleanup</title>
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								  </head>
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								  <body>
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								    <div class="container">
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								      <div class="lesson-title">
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								        <h1>Cleanup</h1>
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								      </div>
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								      <div class="lesson">
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								        <div class="lesson-main">
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								          <p>Three.js apps often use lots of memory. A 3D model
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								might be 1 to 20 meg memory for all of its vertices.
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								A model might use many textures that even if they are
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								compressed into jpg files they have to be expanded
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								to their uncompressed form to use. Each 1024x1024
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								texture takes 4 to 6meg of memory.</p>
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								<p>Most three.js apps load resources at init time and
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								then use those resources forever until the page is
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								closed. But, what if you want to load and change resources
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								over time?</p>
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								<p>Unlike most JavaScript, three.js can not automatically
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								clean these resources up. The browser will clean them
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								up if you switch pages but otherwise it's up to you
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								to manage them. This is an issue of how WebGL is designed
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								and so three.js has no recourse but to pass on the
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								responsibility to free resources back to you.</p>
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								<p>You free three.js resource this by calling the <code class="notranslate" translate="no">dispose</code> function on
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								<a href="textures.html">textures</a>, 
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								<a href="primitives.html">geometries</a>, and
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								<a href="materials.html">materials</a>.</p>
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								<p>You could do this manually. At the start you might create
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								some of these resources</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const boxGeometry = new THREE.BoxGeometry(...);
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								const boxTexture = textureLoader.load(...);
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								const boxMaterial = new THREE.MeshPhongMaterial({map: texture});
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								</pre>
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								<p>and then when you're done with them you'd free them</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">boxGeometry.dispose();
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								boxTexture.dispose();
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								boxMaterial.dispose();
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								</pre>
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								<p>As you use more and more resources that would get more and
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								more tedious.</p>
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								<p>To help remove some of the tedium let's make a class to track
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								the resources. We'll then ask that class to do the cleanup
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								for us.</p>
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								<p>Here's a first pass at such a class</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
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								  constructor() {
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								    this.resources = new Set();
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								  }
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								  track(resource) {
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								    if (resource.dispose) {
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								      this.resources.add(resource);
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								    }
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								    return resource;
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								  }
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								  untrack(resource) {
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								    this.resources.delete(resource);
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								  }
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								  dispose() {
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								    for (const resource of this.resources) {
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								      resource.dispose();
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								    }
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								    this.resources.clear();
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								  }
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								}
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								</pre>
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								<p>Let's use this class with the first example from <a href="textures.html">the article on textures</a>.
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								We can create an instance of this class</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const resTracker = new ResourceTracker();
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								</pre>
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								<p>and then just to make it easier to use let's create a bound function for the <code class="notranslate" translate="no">track</code> method</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const resTracker = new ResourceTracker();
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								+const track = resTracker.track.bind(resTracker);
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								</pre>
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								<p>Now to use it we just need to call <code class="notranslate" translate="no">track</code> with for each geometry, texture, and material
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								we create</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const boxWidth = 1;
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								const boxHeight = 1;
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								const boxDepth = 1;
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								-const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
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								+const geometry = track(new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth));
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								const cubes = [];  // an array we can use to rotate the cubes
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								const loader = new THREE.TextureLoader();
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								-const material = new THREE.MeshBasicMaterial({
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								-  map: loader.load('resources/images/wall.jpg'),
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								-});
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								+const material = track(new THREE.MeshBasicMaterial({
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								+  map: track(loader.load('resources/images/wall.jpg')),
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								+}));
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								const cube = new THREE.Mesh(geometry, material);
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								scene.add(cube);
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								cubes.push(cube);  // add to our list of cubes to rotate
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								</pre>
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								<p>And then to free them we'd want to remove the cubes from the scene
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								and then call <code class="notranslate" translate="no">resTracker.dispose</code></p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (const cube of cubes) {
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								  scene.remove(cube);
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								}
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								cubes.length = 0;  // clears the cubes array
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								resTracker.dispose();
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								</pre>
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								<p>That would work but I find having to remove the cubes from the
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								scene kind of tedious. Let's add that functionality to the <code class="notranslate" translate="no">ResourceTracker</code>.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
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								  constructor() {
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								    this.resources = new Set();
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								  }
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								  track(resource) {
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								-    if (resource.dispose) {
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								+    if (resource.dispose || resource instanceof THREE.Object3D) {
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								      this.resources.add(resource);
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								    }
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								    return resource;
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								  }
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								  untrack(resource) {
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								    this.resources.delete(resource);
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								  }
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								  dispose() {
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								    for (const resource of this.resources) {
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								-      resource.dispose();
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								+      if (resource instanceof THREE.Object3D) {
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								+        if (resource.parent) {
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								+          resource.parent.remove(resource);
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								+        }
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								+      }
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								+      if (resource.dispose) {
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								+        resource.dispose();
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								+      }
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								+    }
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								    this.resources.clear();
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								  }
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								}
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								</pre>
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								<p>And now we can track the cubes</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const material = track(new THREE.MeshBasicMaterial({
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								  map: track(loader.load('resources/images/wall.jpg')),
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								}));
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								const cube = track(new THREE.Mesh(geometry, material));
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								scene.add(cube);
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								cubes.push(cube);  // add to our list of cubes to rotate
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								</pre>
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								<p>We no longer need the code to remove the cubes from the scene.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-for (const cube of cubes) {
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								-  scene.remove(cube);
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								-}
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								cubes.length = 0;  // clears the cube array
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								resTracker.dispose();
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								</pre>
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								<p>Let's arrange this code so that we can re-add the cube,
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								texture, and material.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
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								*const cubes = [];  // just an array we can use to rotate the cubes
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								+function addStuffToScene() {
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								  const resTracker = new ResourceTracker();
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								  const track = resTracker.track.bind(resTracker);
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						|
								
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								  const boxWidth = 1;
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								  const boxHeight = 1;
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								  const boxDepth = 1;
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								  const geometry = track(new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth));
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						|
								
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								  const loader = new THREE.TextureLoader();
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						|
								
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								  const material = track(new THREE.MeshBasicMaterial({
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								    map: track(loader.load('resources/images/wall.jpg')),
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								  }));
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								  const cube = track(new THREE.Mesh(geometry, material));
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								  scene.add(cube);
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								  cubes.push(cube);  // add to our list of cubes to rotate
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								+  return resTracker;
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								+}
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								</pre>
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								<p>And then let's write some code to add and remove things over time.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function waitSeconds(seconds = 0) {
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								  return new Promise(resolve => setTimeout(resolve, seconds * 1000));
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								}
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						|
								
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								async function process() {
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								  for (;;) {
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								    const resTracker = addStuffToScene();
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								    await wait(2);
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								    cubes.length = 0;  // remove the cubes
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								    resTracker.dispose();
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								    await wait(1);
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								  }
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								}
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								process();
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								</pre>
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								<p>This code will create the cube, texture and material, wait for 2 seconds, then dispose of them and wait for 1 second
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								and repeat.</p>
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								<p></p><div translate="no" class="threejs_example_container notranslate">
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								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cleanup-simple.html"></iframe></div>
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								  <a class="threejs_center" href="/manual/examples/cleanup-simple.html" target="_blank">click here to open in a separate window</a>
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								</div>
							 | 
						|
								
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								<p></p>
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								<p>So that seems to work.</p>
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								<p>For a loaded file though it's a little more work. Most loaders only return an <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>
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								as a root of the hierarchy of objects they load so we need to discover what all the resources
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								are.</p>
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								<p>Let's update our <code class="notranslate" translate="no">ResourceTracker</code> to try to do that.</p>
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								<p>First we'll check if the object is an <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a> then track its geometry, material, and children</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
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								  constructor() {
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								    this.resources = new Set();
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								  }
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								  track(resource) {
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								    if (resource.dispose || resource instanceof THREE.Object3D) {
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								      this.resources.add(resource);
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						|
								    }
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								+    if (resource instanceof THREE.Object3D) {
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								+      this.track(resource.geometry);
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						|
								+      this.track(resource.material);
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						|
								+      this.track(resource.children);
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						|
								+    }
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								    return resource;
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								  }
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								  ...
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								}
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								</pre>
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								<p>Now, because any of <code class="notranslate" translate="no">resource.geometry</code>, <code class="notranslate" translate="no">resource.material</code>, and <code class="notranslate" translate="no">resource.children</code>
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								might be null or undefined we'll check at the top of <code class="notranslate" translate="no">track</code>.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
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								  constructor() {
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								    this.resources = new Set();
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						|
								  }
							 | 
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								  track(resource) {
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								+    if (!resource) {
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						|
								+      return resource;
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						|
								+    }
							 | 
						|
								
							 | 
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								    if (resource.dispose || resource instanceof THREE.Object3D) {
							 | 
						|
								      this.resources.add(resource);
							 | 
						|
								    }
							 | 
						|
								    if (resource instanceof THREE.Object3D) {
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						|
								      this.track(resource.geometry);
							 | 
						|
								      this.track(resource.material);
							 | 
						|
								      this.track(resource.children);
							 | 
						|
								    }
							 | 
						|
								    return resource;
							 | 
						|
								  }
							 | 
						|
								  ...
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						|
								}
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						|
								</pre>
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								<p>Also because <code class="notranslate" translate="no">resource.children</code> is an array and because <code class="notranslate" translate="no">resource.material</code> can be
							 | 
						|
								an array let's check for arrays</p>
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						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
							 | 
						|
								  constructor() {
							 | 
						|
								    this.resources = new Set();
							 | 
						|
								  }
							 | 
						|
								  track(resource) {
							 | 
						|
								    if (!resource) {
							 | 
						|
								      return resource;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								+    // handle children and when material is an array of materials.
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						|
								+    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;
							 | 
						|
								  }
							 | 
						|
								  ...
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						|
								}
							 | 
						|
								</pre>
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						|
								<p>And finally we need to walk the properties and uniforms
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						|
								of a material looking for textures.</p>
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						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
							 | 
						|
								  constructor() {
							 | 
						|
								    this.resources = new Set();
							 | 
						|
								  }
							 | 
						|
								  track(resource) {
							 | 
						|
								    if (!resource) {
							 | 
						|
								      return resource;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								*    // handle children and when material is an array of materials or
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						|
								*    // uniform is array of textures
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						|
								    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;
							 | 
						|
								  }
							 | 
						|
								  ...
							 | 
						|
								}
							 | 
						|
								</pre>
							 | 
						|
								<p>And with that let's take an example from <a href="load-gltf.html">the article on loading gltf files</a>
							 | 
						|
								and make it load and free files.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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();
							 | 
						|
								</pre>
							 | 
						|
								<p>and we get</p>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/cleanup-loaded-files.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/cleanup-loaded-files.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>Some notes about the code.</p>
							 | 
						|
								<p>If we wanted to load 2 or more files at once and free them at
							 | 
						|
								anytime we would use one <code class="notranslate" translate="no">ResourceTracker</code> per file.</p>
							 | 
						|
								<p>Above we are only tracking <code class="notranslate" translate="no">gltf.scene</code> right after loading.
							 | 
						|
								Based on our current implementation of <code class="notranslate" translate="no">ResourceTracker</code> 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.</p>
							 | 
						|
								<p>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. </p>
							 | 
						|
								<p>That brings up a point. Originally when I first wrote the <code class="notranslate" translate="no">ResourceTracker</code>
							 | 
						|
								above I walked through everything inside the <code class="notranslate" translate="no">dispose</code> method instead of <code class="notranslate" translate="no">track</code>.
							 | 
						|
								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 <code class="notranslate" translate="no">track</code> 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.</p>
							 | 
						|
								<p>I honestly am not 100% happy with <code class="notranslate" translate="no">ResourceTracker</code>. 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.</p>
							 | 
						|
								<p>I hope you find this example useful or at least a good reference for what is
							 | 
						|
								required to free resources in three.js</p>
							 | 
						|
								
							 | 
						|
								        </div>
							 | 
						|
								      </div>
							 | 
						|
								    </div>
							 | 
						|
								  
							 | 
						|
								  <script src="/manual/resources/prettify.js"></script>
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						|
								  <script src="/manual/resources/lesson.js"></script>
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						|
								
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						|
								
							 | 
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