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Performance

Reuse Geometries and Materials

Each Geometry and Material consumes the GPU’s resources. If we know certain Geometries and/or Materials will repeat, we can reuse them

Imperative

We can have static geometries and materials as Component’s properties

@Component({
standalone: true,
template: `
<ngt-mesh [geometry]="sphere" [material]="redMaterial" [position]="[1, 1, 1]" />
<ngt-mesh [geometry]="sphere" [material]="redMaterial" [position]="[2, 2, 2]" />
`,
})
export class SceneGraph {
readonly sphere = new THREE.SphereGeometry(1, 32, 32);
readonly redMaterial = new THREE.MeshBasicMaterial({ color: 'red' });
}

We can also store these static objects in a Service to reuse across the application or turn them into Signals.

Declarative

We can put the Geometries and Materials declaratively on the template so they can react to Input changes; and still can reuse them

<ngt-sphere-geometry #sphere *args="[1, 32, 32]" attach="none" />
<ngt-mesh-basic-material #redMaterial color="red" attach="none" />
<ngt-mesh [geometry]="sphere" [material]="redMaterial" [position]="[1, 1, 1]" />
<ngt-mesh [geometry]="sphere" [material]="redMaterial" [position]="[2, 2, 2]" />

On-demand Rendering

Credit: React Three Fiber

The SceneGraph is usually rendered at 60 frames per second. This makes sense if the SceneGraph contains constantly moving parts (eg: game). Consequently, this drains the device’s resources.

If the SceneGraph has static entities, or entities that are allowed to come to a rest, constantly rendering at 60fps would be wasteful. In those cases, we can opt into on-demand rendering, which will only render when necessary. All we have to do is to set frameloop="demand" on the <ngt-canvas>

<ngt-canvas [sceneGraph]="SceneGraph" frameloop="demand" />

When using frameloop="demand", Angular Three will render: when properties of the entities change, when the camera moves via custom controls (from angular-three-soba) etc… To render, invalidate() function needs to be called and this is done automatically by Angular Three when necessary.

The consumers can also call invalidate() manually to render on demand.

@Component()
export class MyCmp {
private store = injectStore();
protected invalidate = this.store.select('invalidate');
constructor() {
effect(() => {
const invalidate = this.invalidate();
// do something
// ready to render
invalidate();
})
}
onSomething() {
// or use the invalidate() from the Store snapshot
this.store.snapshot.invalidate();
}
}