我正在创建一个具有交互式背景的网络应用,其中粒子在弹跳。在任何时候屏幕上都有大约200个圆形颗粒,最多约800个颗粒。正在为粒子运行的一些碰撞和效果是以下原型。我想知道我是否可以通过使用网络工作人员进行这些计算来提高性能?
/**
* Particles
*/
Jarvis.prototype.genForegroundParticles = function(options, count){
count = count || this.logoParticlesNum;
for (var i = 0; i < count; i++) {
this.logoParticles.push(new Particle());
}
}
Jarvis.prototype.genBackgroundParticles = function(options, count){
count = count || this.backgroundParticlesNum;
for (var i = 0; i < count; i++) {
this.backgroundParticles.push(new Particle(options));
}
}
Jarvis.prototype.motion = {
linear : function(particle, pIndex, particles){
particle.x += particle.vx
particle.y += particle.vy
},
normalizeVelocity : function(particle, pIndex, particles){
if (particle.vx - particle.vxInitial > 1) {
particle.vx -= 0.05;
} else if (particle.vx - particle.vxInitial < -1) {
particle.vx += 0.05;
}
if (particle.vy - particle.vyInitial > 1) {
particle.vy -= 0.05;
} else if (particle.vx - particle.vxInitial < -1) {
particle.vy += 0.05;
}
},
explode : function(particle, pIndex, particles) {
if (particle.isBottomOut()) {
particles.splice(pIndex, 1);
} else {
particle.x += particle.vx;
particle.y += particle.vy;
particle.vy += 0.1;
}
if (particles.length === 0){
particles.motion.removeMotion("explode");
this.allowMenu = true;
}
}
}
Jarvis.prototype.collision = {
boundingBox: function(particle, pIndex, particles){
if (particle.y > (this.HEIGHT - particle.radius) || particle.y < particle.radius) {
particle.vy *= -1;
}
if(particle.x > (this.WIDTH - particle.radius) || particle.x < particle.radius) {
particle.vx *= -1;
}
},
boundingBoxGravity: function(particle, pIndex, particles){
// TODO: FIX GRAVITY TO WORK PROPERLY IN COMBINATION WITH FX AND MOTION
if (particle.y > (this.HEIGHT - particle.radius) || particle.y < particle.radius) {
particle.vy *= -1;
particle.vy += 5;
}
if(particle.x > (this.WIDTH - particle.radius) || particle.x < particle.radius) {
particle.vx *= -1;
particle.vx += 5;
}
},
infinity: function(particle, pIndex, particles){
if (particle.x > this.WIDTH){
particle.x = 0;
}
if (particle.x < 0){
particle.x = this.WIDTH;
}
if (particle.y > this.HEIGHT){
particle.y = 0;
}
if (particle.y < 0) {
particle.y = this.HEIGHT;
}
}
}
Jarvis.prototype.fx = {
link : function(particle, pIndex, particles){
for(var j = pIndex + 1; j < particles.length; j++) {
var p1 = particle;
var p2 = particles[j];
var particleDistance = getDistance(p1, p2);
if (particleDistance <= this.particleMinLinkDistance) {
this.backgroundCtx.beginPath();
this.backgroundCtx.strokeStyle = "rgba("+p1.red+", "+p1.green+", "+p1.blue+","+ (p1.opacity - particleDistance / this.particleMinLinkDistance) +")";
this.backgroundCtx.moveTo(p1.x, p1.y);
this.backgroundCtx.lineTo(p2.x, p2.y);
this.backgroundCtx.stroke();
this.backgroundCtx.closePath();
}
}
},
shake : function(particle, pIndex, particles){
if (particle.xInitial - particle.x >= this.shakeAreaThreshold){
particle.xOper = (randBtwn(this.shakeFactorMin, this.shakeFactorMax) * 2) % (this.WIDTH);
} else if (particle.xInitial - particle.x <= -this.shakeAreaThreshold) {
particle.xOper = (randBtwn(-this.shakeFactorMax, this.shakeFactorMin) * 2) % (this.WIDTH);
}
if (particle.yInitial - particle.y >= this.shakeAreaThreshold){
particle.yOper = (randBtwn(this.shakeFactorMin, this.shakeFactorMax) * 2) % (this.HEIGHT);
} else if (particle.yInitial - particle.y <= -this.shakeAreaThreshold) {
particle.yOper = (randBtwn(-this.shakeFactorMax, this.shakeFactorMin) * 2) % (this.HEIGHT);
}
particle.x += particle.xOper;
particle.y += particle.yOper;
},
radialWave : function(particle, pIndex, particles){
var distance = getDistance(particle, this.center);
if (particle.radius >= (this.dim * 0.0085)) {
particle.radiusOper = -0.02;
} else if (particle.radius <= 1) {
particle.radiusOper = 0.02;
}
particle.radius += particle.radiusOper * particle.radius;
},
responsive : function(particle, pIndex, particles){
var newPosX = (this.logoParticles.logoOffsetX + this.logoParticles.particleRadius) + (this.logoParticles.particleDistance + this.logoParticles.particleRadius) * particle.arrPos.x;
var newPosY = (this.logoParticles.logoOffsetY + this.logoParticles.particleRadius) + (this.logoParticles.particleDistance + this.logoParticles.particleRadius) * particle.arrPos.y;
if (particle.xInitial !== newPosX || particle.yInitial !== newPosY){
particle.xInitial = newPosX;
particle.yInitial = newPosY;
particle.x = particle.xInitial;
particle.y = particle.yInitial;
}
},
motionDetect : function(particle, pIndex, particles){
var isClose = false;
var distance = null;
for (var i = 0; i < this.touches.length; i++) {
var t = this.touches[i];
var point = {
x : t.clientX,
y : t.clientY
}
var d = getDistance(point, particle);
if (d <= this.blackhole) {
isClose = true;
if (d <= distance || distance === null) {
distance = d;
}
}
}
if (isClose){
if (particle.radius < (this.dim * 0.0085)) {
particle.radius += 0.25;
}
if (particle.green >= 0 && particle.blue >= 0) {
particle.green -= 10;
particle.blue -= 10;
}
} else {
if (particle.radius > particle.initialRadius) {
particle.radius -= 0.25;
}
if (particle.green <= 255 && particle.blue <= 255) {
particle.green += 10;
particle.blue += 10;
}
}
},
reverseBlackhole : function(particle, pIndex, particles){
for (var i = 0; i < this.touches.length; i++) {
var t = this.touches[i];
var point = {
x : t.clientX,
y : t.clientY
}
var distance = getDistance(point, particle);
if (distance <= this.blackhole){
var diff = getPointsDifference(point, particle);
particle.vx += -diff.x / distance;
particle.vy += -diff.y / distance;
}
}
}
}
此外,如果有人想知道我有3个画布层&amp;我将添加粒子渲染功能 所有画布层的清晰功能
绘制全屏径向渐变的背景&amp;颗粒
菜单画布
菜单按钮叠加选择器(显示哪个菜单处于活动状态等)
Jarvis.prototype.backgroundDraw = function() {
// particles
var that = this;
this.logoParticles.forEach(function(particle, i){
particle.draw(that.backgroundCtx);
that.logoParticles.motion.forEach(function(motionType, motionIndex){
that.motion[motionType].call(that, particle, i, that.logoParticles, "foregroundParticles");
});
that.logoParticles.fx.forEach(function(fxType, fxIndex){
that.fx[fxType].call(that, particle, i, that.logoParticles, "foregroundParticles");
});
that.logoParticles.collision.forEach(function(collisionType, collisionIndex){
that.collision[collisionType].call(that, particle, i, that.logoParticles, "foregroundParticles");
});
});
this.backgroundParticles.forEach(function(particle, i){
particle.draw(that.backgroundCtx);
that.backgroundParticles.motion.forEach(function(motionType, motionIndex){
that.motion[motionType].call(that, particle, i, that.backgroundParticles, "backgroundParticles");
});
that.backgroundParticles.fx.forEach(function(fxType, fxIndex){
that.fx[fxType].call(that, particle, i, that.backgroundParticles, "backgroundParticles");
});
that.backgroundParticles.collision.forEach(function(collisionType, collisionIndex){
that.collision[collisionType].call(that, particle, i, that.backgroundParticles, "backgroundParticles");
});
});
}
Jarvis.prototype.clearCanvas = function() {
switch(this.background.type){
case "radial_gradient":
this.setBackgroundRadialGradient(this.background.color1, this.background.color2);
break;
case "plane_color":
this.setBackgroundColor(this.background.red, this.background.green, this.background.blue, this.background.opacity);
break;
default:
this.setBackgroundColor(142, 214, 255, 1);
}
this.foregroundCtx.clearRect(this.clearStartX, this.clearStartY, this.clearDistance, this.clearDistance);
this.middlegroundCtx.clearRect(this.clearStartX, this.clearStartY, this.clearDistance, this.clearDistance);
}
Jarvis.prototype.mainLoop = function() {
this.clearCanvas();
this.backgroundDraw();
this.drawMenu();
window.requestAnimFrame(this.mainLoop.bind(this));
}
非常感谢任何其他优化提示。我已阅读了几篇文章,但我不确定如何进一步优化此代码。
答案 0 :(得分:2)
您可以使用FabricJS画布库。 FabricJS默认支持交互性,当您创建新对象(圆形,矩形等)时,您可以通过鼠标或触摸屏对其进行操作。
var canvas = new fabric.Canvas('c');
var rect = new fabric.Rect({
width: 10, height: 20,
left: 100, top: 100,
fill: 'yellow',
angle: 30
});
canvas.add(rect);
看,我们以面向对象的方式在那里工作。
答案 1 :(得分:1)
除了切换到使用硬件加速的技术外,我不知道你可以做些什么重大改进。
我希望这会有所帮助,但正如问题所述,WebGL会更快。如果你不知道从哪里开始,这里有一个好的:webglacademy
我仍然看到一些小东西:
radialWave : function(particle, pIndex, particles){
// As you don't use distance here remove this line
// it's a really greedy calculus that involves square root
// always avoid if you don't have to use it
// var distance = getDistance(particle, this.center);
if (particle.radius >= (this.dim * 0.0085)) {
particle.radiusOper = -0.02;
} else if (particle.radius <= 1) {
particle.radiusOper = 0.02;
}
particle.radius += particle.radiusOper * particle.radius;
},
另一件小事:
Jarvis.prototype.backgroundDraw = function() {
// particles
var that = this;
// Declare callbacks outside of forEach calls
// it will save you a function declaration each time you loop
// Do this for logo particles
var logoMotionCallback = function(motionType, motionIndex){
// Another improvement may be to use a direct function that does not use 'this'
// and instead pass this with a parameter called currentParticle for example
// call and apply are known to be pretty heavy -> see if you can avoid this
that.motion[motionType].call(that, particle, i, that.logoParticles, "foregroundParticles");
};
var logoFxCallback = function(fxType, fxIndex){
that.fx[fxType].call(that, particle, i, that.logoParticles, "foregroundParticles");
};
var logoCollisionCallback = function(collisionType, collisionIndex){
that.collision[collisionType].call(that, particle, i, that.logoParticles, "foregroundParticles");
};
this.logoParticles.forEach(function(particle, i){
particle.draw(that.backgroundCtx);
that.logoParticles.motion.forEach(motionCallback);
that.logoParticles.fx.forEach(fxCallback);
that.logoParticles.collision.forEach(collisionCallback);
});
// Now do the same for background particles
var bgMotionCallback = function(motionType, motionIndex){
that.motion[motionType].call(that, particle, i, that.backgroundParticles, "backgroundParticles");
};
var bgFxCallback = function(fxType, fxIndex){
that.fx[fxType].call(that, particle, i, that.backgroundParticles, "backgroundParticles");
};
var bgCollisionCallback = function(collisionType, collisionIndex){
that.collision[collisionType].call(that, particle, i, that.backgroundParticles, "backgroundParticles");
};
this.backgroundParticles.forEach(function(particle, i){
particle.draw(that.backgroundCtx);
that.backgroundParticles.motion.forEach(bgMotionCallback);
that.backgroundParticles.fx.forEach(bgFxCallback);
that.backgroundParticles.collision.forEach(bgCollisionCallback);
});
}
答案 2 :(得分:1)
如果您希望加快代码速度,可以进行一些微观优化:
for(var i = 0, l = bla.length; i < l; i++) { ... }
代替bla.forEach(...)
radius <= distance
速度很慢,radius*radius <= distanceSquared
很快。
reverseBlackhole : function(particle, pIndex, particles)
{
var blackholeSqr = this.blackhole * this.blackhole,
touches = this.touches,
fnSqrt = Math.sqrt,
t, diffX, diffY, dstSqr;
for (var i = 0, l = touches.length; i < l; i++) {
t = touches[i];
diffX = particle.x - t.clientX;
diffY = particle.y - t.clientY;
distSqr = (diffX * diffX + diffY * diffY);
// comparing distance without a SQRT needed
if (dstSqr <= blackholeSqr){
var dist = Math.sqrt(dstSqr);
particle.vx -= diffX / dist;
particle.vy -= diffY / dist;
}
}
}
为了加快绘图速度(或在绘图过程中减少绘图):
对于整个动画:
this.backgroundParticles.forEach(..)
:如果有200个粒子,就可以了
this.backgroundParticles.forEach(
)
that.backgroundParticles.motion.forEach
)that.backgroundParticles.fx.forEach
)that.backgroundParticles.collision.forEach
)this.foregroundparticles.forEach(..)
为了获得更高的性能,请删除OOP内容,并在有意义的地方使用丑陋的意大利面条代码。
通过不对每个粒子彼此进行测试,可以优化碰撞检测。只需查看四叉树。并不难实现,并且可以使用它的基础来提出自定义解决方案。
由于你正在做一些矢量数学,试试glmatrix library。优化的矢量数学: - )
答案 3 :(得分:1)
我认为你可能会发现webworker支持与WebGL支持相同:
WebGL支持:http://caniuse.com/#search=webgl
WebWorker支持:http://caniuse.com/#search=webworker
从表面上看,它们可能看起来不同,但实际上并非如此。你唯一能获得的是暂时的IE10支持。 IE11的市场份额已经超过IE10,并且这一鸿沟将继续增长。唯一需要注意的是webgl支持似乎也基于更新的显卡驱动程序。
当然,我不知道你的具体需求,所以这可能不起作用。
许多图书馆都这样做。画布应该可以使用,只是有点酷。 WebGL通常具有所有很酷的粒子特征。
您可能需要使用延迟库或创建一个系统,以确定所有Web工作者何时完成并拥有工作线程池。
一些警告:
未经证实的谣言:我听说您可以通过网络工作人员消息传递的数据量有限。您应该对此进行测试,因为它似乎直接适用于您的用例。