three.js 性能优化的几种方法

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 Licensed

function 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

posted @ 2018-09-13 15:01  可爱的黑精灵  阅读(14424)  评论(0编辑  收藏  举报