harman052
harman052

Reputation: 969

ThreeJS: Remove object from scene

I'm using ThreeJS to develop a web application that displays a list of entities, each with corresponding "View" and "Hide" button; e.g. entityName View Hide. When user clicks View button, following function is called and entity drawn on screen successfully.

function loadOBJFile(objFile){            
    /* material of OBJ model */                                          
    var OBJMaterial = new THREE.MeshPhongMaterial({color: 0x8888ff});
    var loader = new THREE.OBJLoader();
    loader.load(objFile, function (object){
        object.traverse (function (child){
            if (child instanceof THREE.Mesh) {
                child.material = OBJMaterial;
            }
        });
        object.position.y = 0.1;
        scene.add(object);
    });     
}

function addEntity(object) {
    loadOBJFile(object.name);
}

And on clicking Hide button, following function is called:

function removeEntity(object){
    scene.remove(object.name);
}

The problem is, entity is not removed from screen once loaded when Hide button is clicked. What can I do to make Hide button to work?

I did small experiment. I added scene.remove(object.name); right after scene.add(object); within addEntity function and as result, when "View" button clicked, no entity drawn (as expected) meaning that scene.remove(object.name); worked just fine within addEntity. But still I'm unable to figure out how to use it in removeEntity(object).

Also, I checked contents of scene.children and it shows: [object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

Complete code: http://devplace.in/~harman/model_display1.php.html

Please ask, if more detail is needed. I tested with rev-59-dev and rev-60 of ThreeJS.

Thanks. :)

Upvotes: 73

Views: 157863

Answers (13)

hane Smitter
hane Smitter

Reputation: 880

To add more information to @Ibrahim W. answer about how to clean up threejs would be to also free up memory allocated to threejs objects.

Typically you would want to clean up like this:

// `scene` is threejs scene(new THREE.Scene())
scene.children.forEach(sceneObject => {
        if (!(sceneObject instanceof THREE.Object3D)) return;

        // Remove geometries to free GPU resources
        if (sceneObject.geometry) sceneObject.geometry.dispose();

        // Remove materials to free GPU resources
        if (sceneObject.material) {
            if (sceneObject.material instanceof Array) {
                sceneObject.material.forEach(material => material.dispose());
            } else {
                sceneObject.material.dispose();
            }
        }

        // Remove object from scene
        scene.remove(sceneObject); // OR sceneObject.removeFromParent()
    });

    scene.clear(); // Remove all other object children that aren't Object3D instance e.g DirectionalLight

    // Remove any registered listeners
    domTarget.removeEventListener("pointermove", onPointerMove);
    window.removeEventListener("resize", onWindowResize);
    domTarget.removeChild(renderer.domElement);

    // Manually clear webgl instance/context and free up CPU memory
    renderer.renderLists.dispose();
    renderer.forceContextLoss();
    renderer.context = null;
    renderer.domElement = null;
    renderer.dispose();
    renderer = null;
    scene = null;
    camera = null;
}

Clearing the WebglContext avoids running into a warning in the browser console:

Too many active WebGL contexts. Oldest context will be lost

And since most of the variables are created in the global scope, Javascript garbage collector may not free up the memory space allocated to these objects after the animation has been removed. Possibly they still have references. So setting them to null will enable the Garbage Collector to reclaim the memory space

Upvotes: 2

Darryl_Lehmann
Darryl_Lehmann

Reputation: 2198

I think seeing your usage for addEntity and removeEntity code would be helpful, but my first thought is are you actually setting the object.name? Try in your loader just before scene.add(object); something like this:

object.name = "test_name";
scene.add(object);

What might be happening is the default "name" for an Object3D is "", so when you then call your removeEntity function it fails due to the scene objects name being ""

Also, I notice you pass in object.name to your loader? Is this where your storing the URL to the resource? If so, I would recommend using the Object3D's built in .userData method to store that information and keep the name field for scene identification purposes.

Edit: Response to newly added Code

First thing to note is it's not a great idea to have "/" in your object name, it seems to work fine but you never know if some algorithm will decide to escape that string and break your project.

Second item is now that I've seen your code, its actually straight forward whats going on. Your delete function is trying to delete by name, you need an Object3D to delete. Try this:

function removeEntity(object) {
    var selectedObject = scene.getObjectByName(object.name);
    scene.remove( selectedObject );
    animate();
}

Here you see I lookup your Object3D in the Three.js Scene by passing in your object tag's name attribute.

Upvotes: 66

Ibrahim Wehbi
Ibrahim Wehbi

Reputation: 675

I came in late but after reading the answers more clarification needs to be said.

The remove function you wrote

function removeEntity(object) {
    // scene.remove(); it expects as a parameter a THREE.Object3D and not a string
    scene.remove(object.name); // you are giving it a string => it will not remove the object
}

A good practice to remove 3D objects from Three.js scenes

function removeObject3D(object3D) {
    if (!(object3D instanceof THREE.Object3D)) return false;

    // for better memory management and performance
    if (object3D.geometry) object3D.geometry.dispose();

    if (object3D.material) {
        if (object3D.material instanceof Array) {
            // for better memory management and performance
            object3D.material.forEach(material => material.dispose());
        } else {
            // for better memory management and performance
            object3D.material.dispose();
        }
    }
    object3D.removeFromParent(); // the parent might be the scene or another Object3D, but it is sure to be removed this way
    return true;
}

Upvotes: 14

It's Joker
It's Joker

Reputation: 65

Use scene.remove(Object) The object you want to remove from the scene

Upvotes: 1

Vít Zadina
Vít Zadina

Reputation: 562

I improve Ibrahim code for removeObject3D, added some checks for geometry or material

removeObject3D(object) {
    if (!(object instanceof THREE.Object3D)) return false;
    // for better memory management and performance
    if (object.geometry) {
        object.geometry.dispose();
    }
    if (object.material) {
        if (object.material instanceof Array) {
            // for better memory management and performance
            object.material.forEach(material => material.dispose());
        } else {
            // for better memory management and performance
            object.material.dispose();
        }
    }
    if (object.parent) {
        object.parent.remove(object);
    }
    // the parent might be the scene or another Object3D, but it is sure to be removed this way
    return true;
}

Upvotes: 2

ibrahim ünal
ibrahim ünal

Reputation: 109

this example might give you a different approach . I was trying to implement a similar feature in my project also with scene.remove(mesh). However disposal of geometry and material attributes of mesh worked for me! source

Upvotes: 1

Sylvain Lugez
Sylvain Lugez

Reputation: 31

When you use : scene.remove(object); The object is removed from the scene, but the collision with it is still enabled !

To remove also the collsion with the object, you can use that (for an array) : objectsArray.splice(i, 1);

Example :

for (var i = 0; i < objectsArray.length; i++) {
//::: each object ::://
var object = objectsArray[i]; 
//::: remove all objects from the scene ::://
scene.remove(object); 
//::: remove all objects from the array ::://
objectsArray.splice(i, 1); 

}

Upvotes: 2

Роман Зыков
Роман Зыков

Reputation: 595

THIS WORKS GREAT - I tested it so, please SET NAME for every object

give the name to the object upon creation

    mesh.name = 'nameMeshObject';

and use this if you have to delete an object

    delete3DOBJ('nameMeshObject');



    function delete3DOBJ(objName){
        var selectedObject = scene.getObjectByName(objName);
        scene.remove( selectedObject );
        animate();
    }

open a new scene , add object open new scene , add object

delete an object and create new delete object and create new

Upvotes: 4

Alex Melluzzo
Alex Melluzzo

Reputation: 73

I started to save this as a function, and call it as needed for whatever reactions require it:

function Remove(){
    while(scene.children.length > 0){ 
    scene.remove(scene.children[0]); 
}
}

Now you can call the Remove(); function where appropriate.

Upvotes: 2

Victor Santos
Victor Santos

Reputation: 539

If your element is not directly on you scene go back to Parent to remove it

  function removeEntity(object) {
        var selectedObject = scene.getObjectByName(object.name);
        selectedObject.parent.remove( selectedObject );
    }

Upvotes: 5

MJVDM
MJVDM

Reputation: 3963

clearScene: function() {
    var objsToRemove = _.rest(scene.children, 1);
    _.each(objsToRemove, function( object ) {
          scene.remove(object);
    });
},

this uses undescore.js to iterrate over all children (except the first) in a scene (it's part of code I use to clear a scene). just make sure you render the scene at least once after deleting, because otherwise the canvas does not change! There is no need for a "special" obj flag or anything like this.

Also you don't delete the object by name, just by the object itself, so calling

scene.remove(object); 

instead of scene.remove(object.name); can be enough

PS: _.each is a function of underscore.js

Upvotes: 11

Dabby
Dabby

Reputation: 5

You can use this

function removeEntity(object) {
    var scene = document.querySelectorAll("scene");                               //clear the objects from the scene
    for (var i = 0; i < scene.length; i++) {                                    //loop through to get all object in the scene
    var scene =document.getElementById("scene");                                  
    scene.removeChild(scene.childNodes[0]);                                        //remove all specified objects
  }   

Upvotes: -10

juanpscotto
juanpscotto

Reputation: 1050

I had The same problem like you have. I try this code and it works just fine: When you create your object put this object.is_ob = true

function loadOBJFile(objFile){            
    /* material of OBJ model */                                          
    var OBJMaterial = new THREE.MeshPhongMaterial({color: 0x8888ff});
    var loader = new THREE.OBJLoader();
    loader.load(objFile, function (object){
        object.traverse (function (child){
            if (child instanceof THREE.Mesh) {
                child.material = OBJMaterial;
            }
        });
        object.position.y = 0.1;
      // add this code
        object.is_ob = true;

        scene.add(object);
    });     
}

function addEntity(object) {
    loadOBJFile(object.name);
}

And then then you delete your object try this code:

function removeEntity(object){
    var obj, i;
            for ( i = scene.children.length - 1; i >= 0 ; i -- ) {
                obj = scene.children[ i ];
                if ( obj.is_ob) {
                    scene.remove(obj);

                }
            }
}

Try that and tell me if that works, it seems that three js doesn't recognize the object after added to the scene. But with this trick it works.

Upvotes: 0

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