What is the best way to clear a THREE.JS scene?

I am exploring methods to remove all objects from a scene without affecting the scene structure. I understand that naming each object individually allows for selective deletion by name. But, I am searching for a fast approach to clear a scene of all objects, irrespective of their names. Is there a simple way to achieve this? Thank you!

Answer №1

If you want to clear the child objects of the scene, you can remove them individually.

To avoid modifying elements while iterating, consider removing them in reverse order.

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

Please note that this method provides a quick solution to clear the object hierarchy, but may lead to memory leaks if not used carefully. For a more thorough clean-up of the scene, explore the following resources for detailed instructions:

Answer №2

After some exploration, I found a more efficient method to achieve the same outcome. By leveraging the remove method of Object3D, we can actually remove multiple objects at once by passing them as individual parameters. Utilizing the apply method in this situation enables us to easily achieve this by modifying the call like so:

scene.remove.apply(scene, scene.children);

Answer №3

Iterating through each child element to perform cleanup on their geometry, material, and textures. Check out my customized solution below.

function cleanUpScene(obj){
  while(obj.children.length > 0){ 
    cleanUpScene(obj.children[0]);
    obj.remove(obj.children[0]);
  }
  if(obj.geometry) obj.geometry.dispose();

  if(obj.material){ 
    //dealing with map, bumpMap, normalMap, envMap ...
    Object.keys(obj.material).forEach(prop => {
      if(!obj.material[prop])
        return;
      if(obj.material[prop] !== null && typeof obj.material[prop].dispose === 'function')                                  
        obj.material[prop].dispose();                                                      
    })
    obj.material.dispose();
  }
}   

cleanUpScene(scene);

Answer №4

This technique proved to be effective for me in clearing the scene:

let numChildren = scene.children.length - 1; 
for (let i = numChildren; i > -1; i--) {
    scene.remove(scene.children[i]); 
} 

By iterating in reverse order, I was able to avoid any issues with the current array index.

Answer №5

Make sure to completely clear out everything, especially any texture maps.

    function cleanObject(obj){

        if(obj.children.length > 0){
            for (var x = obj.children.length - 1; x>=0; x--){
                cleanObject( obj.children[x]);
            }
        }

        if (obj.geometry) {
            obj.geometry.dispose();
        }

        if (obj.material) {
            if (obj.material.length) {
                for (let i = 0; i < obj.material.length; ++i) {

    
                    if (obj.material[i].map) obj.material[i].map.dispose();
                    if (obj.material[i].lightMap) obj.material[i].lightMap.dispose();
                    if (obj.material[i].bumpMap) obj.material[i].bumpMap.dispose();
                    if (obj.material[i].normalMap) obj.material[i].normalMap.dispose();
                    if (obj.material[i].specularMap) obj.material[i].specularMap.dispose();
                    if (obj.material[i].envMap) obj.material[i].envMap.dispose();

                    obj.material[i].dispose()
                }
            }
            else {
                if (obj.material.map) obj.material.map.dispose();
                if (obj.material.lightMap) obj.material.lightMap.dispose();
                if (obj.material.bumpMap) obj.material.bumpMap.dispose();
                if (obj.material.normalMap) obj.material.normalMap.dispose();
                if (obj.material.specularMap) obj.material.specularMap.dispose();
                if (obj.material.envMap) obj.material.envMap.dispose();

                obj.material.dispose();
            }
        }

        obj.removeFromParent();

        return true;
    }

Answer №6

To make changes to an object in your scene, use scene.clear(). Below is an example code snippet that demonstrates how to create a function to handle this process and then call the function whenever you need to modify an object.

function modifyObject(path)
{
    scene.clear();
    loader.load(path,function(gltf)
    {
        const model = gltf.scene;
        model.position.set(0,0,0);
        model.rotation.set(0,0,0);
        model.scale.set(1,1,1);
        scene.add(model);
        animate();
    }, 
    undefined, function(error)
    {
        console.error(error);
    });
}

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