如何在THREE.js中正确清除内存

3
我可以让模型渲染,旋转和缩放一切正常,但是,当我尝试清除场景时,问题就出现了。我希望通过点击按钮来清空场景。我期望遍历场景,并将其子项添加到一个数组中。然后,我期望遍历该数组并为每个项目调用dispose()以清除其几何体或材质,然后从场景中删除网格。
<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>

以下是控制台日志:

场景中的子元素

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), …}

清理之前的持有者数组:
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), …}

清理后的持有者数组:
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), …}

内存没有变化...对象仍然在堆中。


1
请查看 https://dev59.com/KFwX5IYBdhLWcg3w-Tlv - gaitat
will do ... thanks! - Joe C
1
你也释放了你收集的数组吗? - pailhead
3个回答

1

有两件事情需要注意:

  • 看起来在调用clear函数后,holder仍然持有所有对象的引用(感谢@pailhead)。你应该在函数末尾添加类似于holder = [];这样的代码来摆脱它们。同时确保没有其他可访问的变量持有任何对象的引用。

  • 请注意,对象不会自动从内存中消失,而是要等到垃圾回收器完成工作。这可能需要一段时间,具体取决于其他操作的繁忙程度。


0
@gaitat - 感谢您提供了大量的解决方案。
我只需要修改一些行以满足我的需求:
  function disposeNode(node) {
    if (node instanceof THREE.Mesh) {
      if (node.geometry) {
        node.geometry.dispose();
        node.geometry = undefined; // fixed problem
      }

      if (node.material) {
        if (node.material instanceof THREE.MeshFaceMaterial || node.material instanceof THREE.MultiMaterial) {
          node.material.materials.forEach( function(mtrl, idx) {
            if (mtrl.map) mtrl.map.dispose();
            if (mtrl.lightMap) mtrl.lightMap.dispose();
            if (mtrl.bumpMap) mtrl.bumpMap.dispose();
            if (mtrl.normalMap) mtrl.normalMap.dispose();
            if (mtrl.specularMap) mtrl.specularMap.dispose();
            if (mtrl.envMap) mtrl.envMap.dispose();

            mtrl.dispose();
            mrtl = undefined; // fixed problem
          } );
        }
        else {
          if (node.material.map) node.material.map.dispose();
          if (node.material.lightMap) node.material.lightMap.dispose();
          if (node.material.bumpMap) node.material.bumpMap.dispose();
          if (node.material.normalMap) node.material.normalMap.dispose();
          if (node.material.specularMap) node.material.specularMap.dispose();
          if (node.material.envMap) node.material.envMap.dispose();

          node.material.dispose();
          node.material = undefined; // fixed problem
        }
      }
    }
    console.log('node before removal: ', node);
    scene.remove( node );
    renderer.dispose(); // ***EDIT*** improved even memory more original scene heap is 12.4 MB; add objects increases to 116 MB or 250 MB (different models), clearing always brings down to 13.3 MB ... there still might be some artifacts.  
    node = undefined; // unnecessary
  }

  function disposeHierchy(node, callback) {
    for (var i = node.children.length - 1; i >= 0; i--) {
      var child = node.children[i];

      disposeHierchy(child, callback);
      callback(child);
    }
  }

调用它:

document.getElementById('clear').onclick = function() {
    disposeHierchy(scene, disposeNode);
    console.log('renderer.info.memory after: ', renderer.info);
  }

@pailhead。已完成。 - Joe C
我认为您可能仍会遇到相同的问题。只需要使用var foo = someNode.geometry,该对象就会保留下来。您遍历的方式似乎很有道理,但我不确定可以给出什么样的建议或最佳实践,以确保您不会在不想要的地方留下悬空引用。 - pailhead
让我们看看在three.js中foo.dispose()的主要职责是什么...因为纹理和几何体需要存储在GPU上才能使用,所以它们也必须通过实际的webgl调用(例如gl.deleteBuffer(buffer))从GPU中删除。您可以释放对几何体的所有引用,但否则其内容将保留在gpu上。然而,在JS领域中,没有真正的delete myGeometryInstance,相反,您必须自己管理并了解垃圾回收的工作原理。 - pailhead
我刚刚进行了一些调查,看看这个,我认为唯一发生的管理工作就是确保向GPU发出deleteBuffer指令,并清除属性的内部几何缓存。乍一看,实际的几何类实例似乎保持完好无损。也就是说,如果它有一个属性,那么该属性仍然存在。简而言之,1. 无论如何都要确保调用.dispose(),然后以任何你认为合适的方式摧毁对象。 - pailhead
我认为dispose()会准备GPU以取消引用几何形状或材质。在dispose()之后将其设置为未定义会调用垃圾回收器清理它,因为它不再被引用。scene.remove()从场景中移除网格。要更彻底,需要做什么特别的事情? - Joe C
显示剩余5条评论

0
请查看以下代码以加载GLTF文件并释放内存...
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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