所以我一直在用光线投射试验在三个JS,但我遇到了在Firefox和Chrome可怕的性能问题(但别的东西导致铬合金相机橡皮筋,即使其当地的小游戏),反正当我加入这样的代码到动画循环
var intersects = raycaster.intersectObjects(sceneObjects);
if (intersects.length > 0) {
var firstIntersectedObject = intersects[0];
console.log(intersects[0].object.userData)
console.log(intersects[0].object.userData.glow )
if (intersects[0].object.userData.glow === 'true'){
console.log("GLOW")
}else{
console.log("NO!")
}
//intersects[0].object.material.wireframe = true
// this will give you the first intersected Object if there are multiple.
}
我的游戏开始变得迟钝,我不知道为什么有任何指针
答案 0 :(得分:1)
不要在每个帧上进行光线投射,而应该在一段时间内进行光线投射。您可以使用setTimeout
或setInterval
或检查更新循环中的时间。
onUpdate() {
// Code that runs once per frame
// Check that we've waited long enough to raycast
if (Date.now() - this.lastRaycast > this.raycastInterval && this.qRaycast) {
this.handleRaycast();
this.lastRaycast = Date.now();
this.qRaycast = false;
}
requestAnimationFrame( () => this.onUpdate() );
}
我也只在鼠标移动时排队光线投射(如果鼠标不移动,没有理由继续进行光线投射),并且因为我在项目中进行平移,我在平移动作期间禁用光线投射,以防止在移动过程中出现任何抖动。 / p>
// Event Handlers
// Record mouse position for raycast
onMouseMove(e) {
this.mouse.x = (e.clientX / window.innerWidth ) * 2 - 1;
this.mouse.y = -((e.clientY - 50) / window.innerHeight ) * 2 + 1;
// If we are panning, don't queue a raycast
this.qRaycast = !this.mouseState.held;
}
// My app has panning, and we don't wanna keep raycasting during pan
onMouseDown(e) {
this.mouseState.lastClick = Date.now();
this.mouseState.clicked = false;
this.mouseState.held = true;
}
onMouseUp(e) {
this.mouseState.held = false;
}
然后我们处理光线投射:
// Like lasers, but virtual.
handleRaycast() {
let hits = null;
let hitcount = 0;
if (UI.raycast && meshObj) {
this.raygun.setFromCamera(this.mouse, this.camera);
hits = this.raygun.intersectObject(meshObj, false);
hitcount = hits.length;
}
if (hitcount > 0) {
// Do stuff with the raycast here
}
}
如果您仍然遇到性能问题,那么您可能需要考虑分解该循环函数,以便在XXms之后断开以让UI更新,然后在下一帧继续更新:
例如,我对所有匹配进行排序并找到最接近鼠标的点:
// Optimization
let startTime = 0;
let maxTime = 75; // max time in ms
let dist = 1;
let hitIndex;
let i = 0;
function findClosest() {
return new Promise((resolve) => {
function loop() {
startTime = performance.now();
while (i < hitcount) {
// Break loop after maxTime
let currentTime = performance.now();
if ((currentTime - startTime) > maxTime) {
console.log('Loop exceeded max time: ' +
(currentTime - startTime).toFixed(3) );
startTime = currentTime;
break;
}
// I am finding the raycast point that is closest to the cursor
dist = hits[i].distanceToRay;
if (dist < smallestDist) {
smallestDist = dist;
smallestPointIndex = hits[i].index;
}
i++;
}
if (i < hitcount) {
// Allow the UI to update, then loop
setTimeout(loop, 1);
} else {
resolve(smallestPointIndex);
}
}
loop();
});
}
findClosest().then(result => {
// do something with the result here
}
此外,评论也是很好的建议,也是为了减少光线投射对象的数量。