本篇介绍three.js
性能优化的若干方法。(个人拙见)
three.js性能优化
尽量重用Material
和Geometry
这里以Material和Geometry为例(使用比较频繁)
???for (var i = 0; i < 100; i++) { ???????var material = new THREE.MeshBasicMaterial(); ???????var geometry = new THREE.BoxGeometry(10, 10, 10); ???????var mesh = new THREE.Mesh(geometry, material); ???????scene.add(mesh); ???}
改为
???var material = new THREE.MeshBasicMaterial(); ???var geometry = new THREE.BoxGeometry(10, 10, 10); ???for (var i = 0; i < 100; i++) { ???????var mesh = new THREE.Mesh(geometry, material); ???????scene.add(mesh); ???}
谨慎的在render()
中操作
一般FPS为60也就意味着一秒会执行60次如果render()中有有实例化或是赋值操作很容易会崩溃。
如下:
function render() { ???????material.map = canvasMap; ???material.map.needsUpdate = true; ???}
选择合适的对象
THREE.ParticleSystem
(粒子系统)代替THREE.Particle
(粒子)
???for (var x = -5; x < 5; i++) { ???????for (var y = -5; y < 5; y++) { ???????????var particle = new THREE.Particle(material); ???????????particle.position.set(x * 10, y * 10, 0); ???????????scene.add(particle); ???????} ???}
代替
???var geometry = new THREE.Geometry(); ???var material = new THREE.ParticleBasicMaterial(); ???for (var x = -5; x < 5; i++) { ???????for (var y = -5; y < 5; y++) { ???????????var particle = new THREE.Vector3(x * 10, y * 10, 0); ???????????geometry.vertices.push(particle); ???????} ???} ???var system = new THREE.ParticleSystem(geometry,material); ???scene.add(system); ???
- 要操作一组对象时使用
THREE.Object3D
???????var contain = new THREE.Object3D(); ????var material = new THREE.MeshBasicMaterial(); ???var geometry = new THREE.BoxGeometry(10, 10, 10); ???for (var i = 0; i < 100; i++) { ???????var mesh = new THREE.Mesh(geometry, material); ???????contain.add(mesh); ???} ???????contain.rotation.x = Math.PI/3;
- 网格合并
THREE.GeometryUtils.merge
R60
???????var geometry = new THREE.BoxGeometry(5, 5, 5); ???????var material = new THREE.MeshBasicMaterial({color: 0xff0000}); ???????for (var i = 0; i < 100; i++) { ???????????THREE.GeometryUtils.merge(geometry, new THREE.BoxGeometry(5, 5, 5)); ???????} ???????var mesh = new THREE.Mesh(geometry, material); ???????scene.add(mesh);
或是一下方式(geometry有位置信息)
???????var geometry = new THREE.BoxGeometry(5, 5, 5); ???????var material = new THREE.MeshBasicMaterial({color: 0xff0000}); ???????????????var mesh = new THREE.Mesh(geometry,material); ???????mesh.position.set(10,10,10); ???????????????var mGeo = new THREE.BoxGeometry(10, 2, 10); ???????????????THREE.GeometryUtils.merge(mGeo, mesh); ??????????scene.add(new THREE.Mesh(mGeo, material));
R80 THREE.GeometryUtils.merge()
change to geometry.merge()
???????????var geometry = new THREE.BoxGeometry(2, 4, 2); ???????????????????????var mGeo = new THREE.BoxGeometry(5, 5, 5); ???????????????var matrix = new THREE.Matrix4(); ???????????????for(var i=0;i<100;i++){ ???????????????????matrix.setPosition(new THREE.Vector3(Math.random()*10,0,Math.random()*10)); ???????????????geometry.merge(mGeo, matrix); ???????????} ??????????????????var mesh = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({color: 0xff0000})); ???????????scene.add(mesh);
使用Web Workers
web worker
是运行在后台的 JavaScript,它独立于其他脚本,不会影响页面的性能
我们会发现Physijs
物理库就是使用这种方式来保证页面的性能。
使用之前你可能需要是否支持web worker
if(typeof(Worker)!=="undefined"){}else { }
我们将web worker
运行脚本放在一个js文件中。
three_workers.js:
???????// 添加监听事件,从主线程接收数据 ???self.addEventListener(‘message‘, function(event) { ???????????????// 向主线程发送数据 ???????self.postMessage({ ???????????some_data: ‘‘, ???????????more_data: ‘‘ ?????????}) ???????})
主线程.js:
???????//新建一个 `Web Workers` ???????var worker = new Worker(‘three_workers.js‘); ????????// 添加监听事件,获取`Web Workers`传回数据 ????worker.addEventListener(‘message‘, function (event) { ??????????var data = event.data; ?????????}); ???????// 向`Web Workers`发送数据 ???worker.postMessage({ ???????some_data: ‘‘, ?????more_data: ‘‘ ???}); ??????????
可以参照:
https://threejs.org/examples/?q=sand#raytracing_sandbox
function timedChunk(items, process, context, callback){
var todo = items.concat(); //create a clone of the original
setTimeout(function(){ ???var start = +new Date(); ???do { ????????process.call(context, todo.shift()); ???} while (todo.length > 0 && (+new Date() - start < 50)); ???if (todo.length > 0){ ???????setTimeout(arguments.callee, 25); ???} else { ???????callback(items); ???}}, 25);
}
分时加载
可以参照:
https://www.nczonline.net/blog/2009/08/11/timed-array-processing-in-javascript/
分时加载算法(大数组)
调查显示100ms内的响应能让用户感觉非常流畅。50ms是 Nicholas
针对 JavaScript
得出的最佳经验值。
setTimeout 延时25ms,25ms 保证主流浏览器都顺畅。
可以使用类似的方法来优化three.js程序。
//Copyright 2009 Nicholas C. Zakas. All rights reserved.//MIT Licensedfunction timedChunk(items, process, context, callback){ ???????????var todo = items.concat(); ??????????setTimeout(function(){ ???????????????var start = +new Date(); ???????????????????????do { ????????????process.call(context, todo.shift()); ???????} while (todo.length > 0 && (+new Date() - start < 50)); ???????if (todo.length > 0){ ???????????setTimeout(arguments.callee, 25); ???????} else { ???????????callback(items); ???????} ???}, 25);};
程序分析见
使用自定义着色器
以后会有一篇专门讲着色器
three.js 性能优化的几种方法
原文地址:https://www.cnblogs.com/chenjy1225/p/9640562.html