Difference Between Clone and Copy in Three.js Vector3
When working with 3D graphics in Three.js, managing memory and
performance is crucial. This article explains the fundamental
differences between the .clone() and .copy()
methods when duplicating Vector3 instances, helping you
write more efficient WebGL code by understanding when to instantiate new
objects versus when to reuse existing ones.
The clone() Method
The .clone() method creates a brand new
instance of a Vector3 and copies the
x, y, and z values of the
original vector into this new object.
Syntax and Example
const original = new THREE.Vector3(1, 2, 3);
// Creates a new Vector3 object in memory
const duplicated = original.clone(); When to Use clone()
Use .clone() when you need to duplicate a vector and do
not have an existing vector object ready to receive the values. It is
highly convenient for one-off operations outside of performance-critical
loops.
The copy() Method
The .copy() method does not create a new object.
Instead, it copies the x, y, and
z values from a source vector into an already
existing Vector3 instance.
Syntax and Example
const original = new THREE.Vector3(1, 2, 3);
const target = new THREE.Vector3(); // Already instantiated
// Copies values from original into target without creating a new object
target.copy(original); When to Use copy()
Use .copy() when you already have an instantiated vector
that you want to overwrite. This is the preferred method for
performance-critical code.
Key Differences
| Feature | clone() |
copy() |
|---|---|---|
| Object Creation | Instantiates a new Vector3
object. |
Reuses an existing Vector3
object. |
| Memory Allocation | Allocates new memory. | Does not allocate new memory. |
| Return Value | Returns the newly created vector. | Returns the existing vector (allows chaining). |
| Performance | Slower (causes garbage collection). | Faster (highly memory-efficient). |
Performance Implications in the Render Loop
The choice between .clone() and .copy() is
especially important inside the Three.js animation/render loop
(requestAnimationFrame).
If you use .clone() inside a render loop that runs 60
times per second, you will generate thousands of temporary objects. This
triggers Web browser Garbage Collection (GC). When the
browser pauses execution to clean up these discarded objects, it causes
micro-stutters (frame drops) in your 3D animation.
Bad Practice (Inside Render Loop)
function animate() {
requestAnimationFrame(animate);
// BAD: Creates a new object every frame, leading to GC lag
const temporaryPosition = mesh.position.clone().addScalar(5);
camera.lookAt(temporaryPosition);
}Good Practice (Inside Render Loop)
To optimize performance, instantiate a global or scoped helper vector
once, and reuse it inside the loop using .copy().
// Instantiate once outside the loop
const tempPosition = new THREE.Vector3();
function animate() {
requestAnimationFrame(animate);
// GOOD: Reuses the existing memory address
tempPosition.copy(mesh.position).addScalar(5);
camera.lookAt(tempPosition);
}