现在我正在开发一款在线游戏,并且出于性能原因决定使用webgl而不是HTML5的画布。我正在使用three.js框架,我的目的是移动动画精灵。精灵本身放在spritesheets上,我使用UVOffset和UVScale来使用正确的艺术,并在经过时间内切换Sprite的艺术。我想知道是否有办法提高这段代码的性能,因为现在它同时开始在场上大约300名“玩家”减速。
此致
以下是我的代码中最重要的部分:
var image = THREE.ImageUtils.loadTexture( "img/idlew.png" );
function addPlayer(){
var mesh = new THREE.Sprite({map:image});//, affectedByDistance: false, useScreenCoordinates: false});
images.push(mesh);
mesh.position.set(Math.floor(Math.random() * 500), Math.floor(Math.random() * 500), 10);
scene.add(mesh);
mesh.uvScale.x = 96/1152;
mesh.scale.x = 0.1;
mesh.scale.y = 0.1;
}
var imgBackground = new THREE.MeshLambertMaterial({
map:THREE.ImageUtils.loadTexture('img/grass.jpg')
});
var background = new THREE.Mesh(new THREE.PlaneGeometry(1000, 1000),imgBackground);
scene.add(background);
scene.add(camera);
camera.rotation.x = -(Math.PI/2);
scene.add(new THREE.AmbientLight(0xFFFFFF));
addPlayer();
renderer.render(scene, camera);
var moveUp = false;
tick();
var ticker = 0;
var usedOne = 0;
function tick(){
ticker++;
if(ticker%10==0){
for (var i = 0; i < images.length; i++) {
images[i].uvOffset.x = usedOne * 0.0835;
};
usedOne++;
if(usedOne == 12) usedOne = 0;
addPlayer();
addPlayer();
addPlayer();
console.log(images.length);
}
requestAnimationFrame( tick );
renderer.render(scene, camera);
}
答案 0 :(得分:9)
我编写了一个显示动画纹理的代码示例,实例为:
http://stemkoski.github.com/Three.js/Texture-Animation.html
源代码见:
http://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/Texture-Animation.html
有用的部分是我写的一个自动处理偏移的函数。该功能(从上面的链接中提取)如下:
function TextureAnimator(texture, tilesHoriz, tilesVert, numTiles, tileDispDuration)
{
// note: texture passed by reference, will be updated by the update function.
this.tilesHorizontal = tilesHoriz;
this.tilesVertical = tilesVert;
// how many images does this spritesheet contain?
// usually equals tilesHoriz * tilesVert, but not necessarily,
// if there at blank tiles at the bottom of the spritesheet.
this.numberOfTiles = numTiles;
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 1 / this.tilesHorizontal, 1 / this.tilesVertical );
// how long should each image be displayed?
this.tileDisplayDuration = tileDispDuration;
// how long has the current image been displayed?
this.currentDisplayTime = 0;
// which image is currently being displayed?
this.currentTile = 0;
this.update = function( milliSec )
{
this.currentDisplayTime += milliSec;
while (this.currentDisplayTime > this.tileDisplayDuration)
{
this.currentDisplayTime -= this.tileDisplayDuration;
this.currentTile++;
if (this.currentTile == this.numberOfTiles)
this.currentTile = 0;
var currentColumn = this.currentTile % this.tilesHorizontal;
texture.offset.x = currentColumn / this.tilesHorizontal;
var currentRow = Math.floor( this.currentTile / this.tilesHorizontal );
texture.offset.y = currentRow / this.tilesVertical;
}
};
}
您可以使用(例如)初始化材料:
var runnerTexture = new THREE.ImageUtils.loadTexture( 'images/run.png' );
// a texture with 10 frames arranged horizontally, display each for 75 millisec
annie = new TextureAnimator( runnerTexture, 10, 1, 10, 75 );
var runnerMaterial = new THREE.MeshBasicMaterial( { map: runnerTexture } );
并在每次渲染之前使用:
更新它var delta = clock.getDelta();
annie.update(1000 * delta);
希望这有帮助!
答案 1 :(得分:2)
我通过放置
来实现代码可以大大改进,从而回答了我自己的问题renderer.render(scene, camera);
代码在正确的位置,因此仅在需要时称为 。