我正在创建一个Web应用程序,它有一个交互式的背景,粒子四处弹跳。在任何时候,屏幕上都有大约200个圆形粒子,最多大约800个粒子。为粒子运行的一些碰撞和效果是下面的原型。我想知道我是否可以通过使用Web工作者来做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,我会添加粒子渲染功能和清除功能的所有画布层
1.绘制全屏放射状渐变和粒子的背景
1.菜单画布
1.菜单按钮覆盖选择器(显示激活的菜单等)
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));
}
任何其他的优化技巧将非常感谢。我已经读了一些文章,但我不知道如何进一步优化这段代码。
4条答案
按热度按时间mlnl4t2r1#
您可以使用FabricJS Canvas Library,FabricJS默认支持交互性,当您创建一个新对象(圆形,矩形等)时,您可以通过鼠标或触摸屏操作它。
看,我们用面向对象的方式工作。
suzh9iv82#
如果您希望加快代码的速度,这里有一些微优化:
for(var i = 0, l = bla.length; i < l; i++) { ... }
而不是bla.forEach(...)
radius <= distance
较慢,radius*radius <= distanceSquared
较快。要加快绘图速度(或减少绘图过程中的滞后):
对于整个动画:
this.backgroundParticles.forEach(..)
:如果有200个粒子,则可以this.backgroundParticles.forEach(
)that.backgroundParticles.motion.forEach
)that.backgroundParticles.fx.forEach
)that.backgroundParticles.collision.forEach
)this.foregroundparticles.forEach(..)
也是如此为了获得更好的性能,去掉OOP的东西,只在有意义的地方使用难看的意大利面条代码。
碰撞检测可以通过不对每个粒子进行相互测试来优化。只需查找四叉树。实现起来并不困难,它的基础可以用来提出一个自定义的解决方案。
既然你正在做相当多的矢量数学,那就试试glmatrix library。优化的矢量数学:-)
g9icjywg3#
我不知道除了切换到使用硬件加速的技术之外,您还可以在这里做什么主要的改进。
我希望这能帮上点忙,虽然正如问题评论中所说的那样WebGL会更快。如果你不知道从哪里开始,这里有一个很好的:韦伯格勒学院
但我还是看到了一些小东西:
另一个小东西:
omjgkv6w4#
我想您可能会发现Webworker支持与WebGL支持差不多:
WebGL支持:http://caniuse.com/#search=webgl
网络工作者支持: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。你唯一能得到的是暂时支持IE10。IE11在市场份额上已经超过了IE10,而且差距还会继续扩大。唯一需要注意的是,webgl支持似乎也是基于更新的显卡驱动程序。
当然,我不知道你的具体需求,所以也许这不工作。
选项
等等什么?屏幕上显示200个项目很慢吗?
减少在画布上的工作量,在WebGL上做一些很酷的事情
许多库都是这样做的。画布应该是可用的,只是有点酷。WebGL一般都有所有很酷的粒子特性。
网络工作者
您可能需要使用一个延迟库,或者创建一个系统,该系统可以计算出所有Web工作者何时完成并拥有一个工作者线程池。
一些警告:
1.您不能从主应用程序访问任何内容,必须通过事件进行通信
1.通过Webworker传递的对象将被复制而非共享
1.在没有单独脚本的情况下设置Webworker可能需要一些研究
未经证实的传闻:我听说你可以通过网络工作者消息传递的数据量是有限的,你应该测试一下,因为它似乎直接适用于你的用例。