`Three.js and its efficient use of JavaScript for enhancing performance``

Deep within the Object3D code lies:

rotateX: function () {
    var v1 = new THREE.Vector3( 1, 0, 0 );
    return function ( angle ) {
        return this.rotateOnAxis( v1, angle );
    };
}(),

But what about:

rotateX: function (angle) {
   var v1 = new THREE.Vector3( 1, 0, 0 );
   this.rotateOnAxis( v1, angle );
},

(or some other form of a more straightforward function.)

Although this is a technical JavaScript question, I am intrigued. Thank you.

Answer №1

This answer may lead to some misunderstanding.

It is worth noting that the lack of change in v1 is not significant.

The purpose behind writing the function this way is to avoid creating and cleaning up the Vector3 object every time the function is called.

In this implementation, v1 is only instantiated once and can be recycled.

Another instance can be seen in the code snippet from the Object3D class. It demonstrates a similar usage pattern with the variable q1 being modified within the closure.

rotateOnAxis: function () {

    // routine to rotate object on axis in its own space
    // the axis is expected to be normalized

    var q1 = new THREE.Quaternion();

    return function ( axis, angle ) {

        q1.setFromAxisAngle( axis, angle );

        this.quaternion.multiply( q1 );

        return this;

    }

}(),

Answer №2

The constant nature of the v1 variable, which represents the unit vector along the x-axis, eliminates the need for it to be repeatedly allocated and then cleared by garbage collection each time the function is invoked.

Instead, it is encapsulated within a function to prevent any potential modifications. This particular design is commonly referred to as an immediate function.

It's worth noting that the outer function executes when rotateX is being defined, and its return value is set as the inner function. In this way, the inner function captures the unalterable essence of the v1 variable.

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