Hey I’m a Unity developer and I’ve been trying to learn three.js for the last 2 weeks and I can say that I really like it so far. And while I was trying something on my own, I noticed that creating 7-8 or more cubes on the screen caused a lot of FPS drops, but I couldn’t figure out the reason. Can anyone help?
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
scene.background = new THREE.Color(0x3498db);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
const directionalLight = new THREE.DirectionalLight(0xffffff, 2);
directionalLight.castShadow = true;
directionalLight.position.set(0, 1, 0);
directionalLight.shadow.mapSize.width = 512;
directionalLight.shadow.mapSize.height = 512;
scene.add(directionalLight);
const size = 10;
const divisions = 10;
const gridHelper = new THREE.GridHelper(size, divisions);
gridHelper.position.y = 0.1;
scene.add(gridHelper);
camera.position.set(0, 7, 7);
camera.rotation.set(
THREE.MathUtils.degToRad(-45),
THREE.MathUtils.degToRad(0),
THREE.MathUtils.degToRad(0)
);
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
const geometry = new THREE.PlaneGeometry(10, 10);
const material = new THREE.MeshToonMaterial({ color: 0x27ae60, side: THREE.DoubleSide });
const plane = new THREE.Mesh(geometry, material);
plane.receiveShadow = true;
plane.rotation.set(Math.PI / 2, 0, 0);
scene.add(plane);
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
const dirtMaterial = new THREE.MeshToonMaterial({ color: 0xd35400 });
const geoDirt = new THREE.BoxGeometry(1, 0.2, 1);
window.addEventListener('click', (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObject(plane);
if (intersects.length > 0) {
const intersectPoint = intersects[0].point;
const gridSize = 1;
const x = Math.floor(intersectPoint.x / gridSize) * gridSize + gridSize / 2;
const z = Math.floor(intersectPoint.z / gridSize) * gridSize + gridSize / 2;
const dirt = new THREE.Mesh(geoDirt, dirtMaterial);
dirt.position.set(x, 0.1, z);
dirt.receiveShadow = true;
dirt.castShadow = true;
scene.add(dirt);
}
});
let isMouseDown = false;
let startX = 0;
let angle = 0;
const radius = 10;
const deltaX = 0 - startX;
const rotationSpeed = 0.01;
angle -= deltaX * rotationSpeed;
camera.position.x = radius * Math.sin(angle);
camera.position.z = radius * Math.cos(angle);
camera.lookAt(0, 0, 0);
window.addEventListener('mousedown', (event) => {
if (event.button === 1) {
isMouseDown = true;
startX = event.clientX;
}
});
window.addEventListener('mousemove', (event) => {
if (isMouseDown) {
const deltaX = event.clientX - startX;
const rotationSpeed = 0.01;
angle -= deltaX * rotationSpeed;
camera.position.x = radius * Math.sin(angle);
camera.position.z = radius * Math.cos(angle);
camera.lookAt(0, 0, 0);
startX = event.clientX;
}
});
window.addEventListener('mouseup', (event) => {
if (event.button === 1) {
isMouseDown = false;
}
});