优化性能结构/延迟加载
新增测试代码用于测试性能
This commit is contained in:
@@ -0,0 +1,346 @@
|
||||
import { Component } from '@esengine/ecs-framework';
|
||||
import { Node, Vec3, Color, Sprite, Label } from 'cc';
|
||||
|
||||
/**
|
||||
* Node组件 - 包含Cocos Creator节点引用(已移除循环引用)
|
||||
*/
|
||||
export class NodeComponent extends Component {
|
||||
/** Cocos Creator节点引用 */
|
||||
public node: Node | null = null;
|
||||
|
||||
/** 子节点列表 */
|
||||
public children: Node[] = [];
|
||||
|
||||
/** 节点配置信息 */
|
||||
public nodeConfig: {
|
||||
name: string;
|
||||
layer: number;
|
||||
tag: string;
|
||||
userData: Record<string, any>;
|
||||
transformData: {
|
||||
position: Vec3;
|
||||
rotation: Vec3;
|
||||
scale: Vec3;
|
||||
};
|
||||
renderData: {
|
||||
color: Color;
|
||||
opacity: number;
|
||||
visible: boolean;
|
||||
};
|
||||
parentId: number | null; // 避免循环引用:使用父节点实体ID
|
||||
childIds: number[]; // 避免循环引用:使用子节点实体ID列表
|
||||
};
|
||||
|
||||
/** 渲染组件引用 */
|
||||
public sprite: Sprite | null = null;
|
||||
public label: Label | null = null;
|
||||
|
||||
/** 复杂嵌套对象 */
|
||||
public complexData: {
|
||||
statistics: {
|
||||
frameCount: number;
|
||||
lastUpdateTime: number;
|
||||
performance: {
|
||||
avgRenderTime: number;
|
||||
maxRenderTime: number;
|
||||
renderHistory: number[];
|
||||
};
|
||||
};
|
||||
cache: {
|
||||
textureCache: Map<string, any>;
|
||||
materialCache: Map<string, any>;
|
||||
shaderCache: Map<string, any>;
|
||||
};
|
||||
hierarchy: {
|
||||
parentId: number | null; // 避免循环引用:使用ID
|
||||
rootId: number | null; // 避免循环引用:使用ID
|
||||
depth: number;
|
||||
siblingIndex: number;
|
||||
};
|
||||
animation: {
|
||||
isPlaying: boolean;
|
||||
currentFrame: number;
|
||||
totalFrames: number;
|
||||
loopCount: number;
|
||||
animationQueue: Array<{
|
||||
name: string;
|
||||
duration: number;
|
||||
delay: number;
|
||||
easing: string;
|
||||
}>;
|
||||
};
|
||||
interaction: {
|
||||
isInteractable: boolean;
|
||||
touchEnabled: boolean;
|
||||
hitTestResults: Array<{
|
||||
position: Vec3;
|
||||
timestamp: number;
|
||||
result: boolean;
|
||||
}>;
|
||||
boundingBox: {
|
||||
min: Vec3;
|
||||
max: Vec3;
|
||||
center: Vec3;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
/** 复杂的渲染状态 */
|
||||
public renderState: {
|
||||
layerInfo: {
|
||||
currentLayer: number;
|
||||
layerStack: number[];
|
||||
sortingOrder: number;
|
||||
cullingMask: number;
|
||||
};
|
||||
materials: Array<{
|
||||
materialId: string;
|
||||
properties: Map<string, any>;
|
||||
textures: Map<string, any>;
|
||||
shaderParams: Record<string, any>;
|
||||
}>;
|
||||
lightingData: {
|
||||
ambientColor: Color;
|
||||
diffuseColor: Color;
|
||||
specularColor: Color;
|
||||
lightDirection: Vec3;
|
||||
shadowData: {
|
||||
castShadows: boolean;
|
||||
receiveShadows: boolean;
|
||||
shadowQuality: 'low' | 'medium' | 'high';
|
||||
shadowDistance: number;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
constructor(name: string = "DefaultNode") {
|
||||
super();
|
||||
|
||||
this.nodeConfig = {
|
||||
name: name,
|
||||
layer: 0,
|
||||
tag: "default",
|
||||
userData: {},
|
||||
transformData: {
|
||||
position: new Vec3(),
|
||||
rotation: new Vec3(),
|
||||
scale: new Vec3(1, 1, 1)
|
||||
},
|
||||
renderData: {
|
||||
color: new Color(255, 255, 255, 255),
|
||||
opacity: 1.0,
|
||||
visible: true
|
||||
},
|
||||
parentId: null,
|
||||
childIds: []
|
||||
};
|
||||
|
||||
this.complexData = {
|
||||
statistics: {
|
||||
frameCount: 0,
|
||||
lastUpdateTime: 0,
|
||||
performance: {
|
||||
avgRenderTime: 0,
|
||||
maxRenderTime: 0,
|
||||
renderHistory: []
|
||||
}
|
||||
},
|
||||
cache: {
|
||||
textureCache: new Map(),
|
||||
materialCache: new Map(),
|
||||
shaderCache: new Map()
|
||||
},
|
||||
hierarchy: {
|
||||
parentId: null,
|
||||
rootId: null,
|
||||
depth: 0,
|
||||
siblingIndex: 0
|
||||
},
|
||||
animation: {
|
||||
isPlaying: false,
|
||||
currentFrame: 0,
|
||||
totalFrames: 60,
|
||||
loopCount: 0,
|
||||
animationQueue: []
|
||||
},
|
||||
interaction: {
|
||||
isInteractable: true,
|
||||
touchEnabled: true,
|
||||
hitTestResults: [],
|
||||
boundingBox: {
|
||||
min: new Vec3(-1, -1, -1),
|
||||
max: new Vec3(1, 1, 1),
|
||||
center: new Vec3()
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
this.renderState = {
|
||||
layerInfo: {
|
||||
currentLayer: 0,
|
||||
layerStack: [0],
|
||||
sortingOrder: 0,
|
||||
cullingMask: 0xFFFFFFFF
|
||||
},
|
||||
materials: [],
|
||||
lightingData: {
|
||||
ambientColor: new Color(128, 128, 128, 255),
|
||||
diffuseColor: new Color(255, 255, 255, 255),
|
||||
specularColor: new Color(255, 255, 255, 255),
|
||||
lightDirection: new Vec3(0, -1, 0),
|
||||
shadowData: {
|
||||
castShadows: true,
|
||||
receiveShadows: true,
|
||||
shadowQuality: 'medium',
|
||||
shadowDistance: 100
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置父节点组件(避免循环引用)
|
||||
*/
|
||||
public setParent(parentEntityId: number): void {
|
||||
this.nodeConfig.parentId = parentEntityId;
|
||||
this.complexData.hierarchy.parentId = parentEntityId;
|
||||
// 深度需要通过其他方式计算,避免引用
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加子节点
|
||||
*/
|
||||
public addChild(childEntityId: number): void {
|
||||
if (!this.nodeConfig.childIds.includes(childEntityId)) {
|
||||
this.nodeConfig.childIds.push(childEntityId);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新性能统计
|
||||
*/
|
||||
public updatePerformance(renderTime: number): void {
|
||||
this.complexData.statistics.frameCount++;
|
||||
this.complexData.statistics.lastUpdateTime = Date.now();
|
||||
|
||||
const perf = this.complexData.statistics.performance;
|
||||
perf.renderHistory.push(renderTime);
|
||||
|
||||
// 保持历史记录在合理范围内
|
||||
if (perf.renderHistory.length > 100) {
|
||||
perf.renderHistory.shift();
|
||||
}
|
||||
|
||||
// 计算平均值和最大值
|
||||
perf.avgRenderTime = perf.renderHistory.reduce((a, b) => a + b, 0) / perf.renderHistory.length;
|
||||
perf.maxRenderTime = Math.max(perf.maxRenderTime, renderTime);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新动画状态
|
||||
*/
|
||||
public updateAnimation(deltaTime: number): void {
|
||||
if (this.complexData.animation.isPlaying) {
|
||||
this.complexData.animation.currentFrame++;
|
||||
|
||||
if (this.complexData.animation.currentFrame >= this.complexData.animation.totalFrames) {
|
||||
this.complexData.animation.currentFrame = 0;
|
||||
this.complexData.animation.loopCount++;
|
||||
|
||||
// 处理动画队列
|
||||
if (this.complexData.animation.animationQueue.length > 0) {
|
||||
const nextAnim = this.complexData.animation.animationQueue.shift();
|
||||
if (nextAnim) {
|
||||
this.complexData.animation.totalFrames = Math.floor(nextAnim.duration * 60); // 假设60FPS
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加材质
|
||||
*/
|
||||
public addMaterial(materialId: string, properties: Record<string, any>): void {
|
||||
this.renderState.materials.push({
|
||||
materialId,
|
||||
properties: new Map(Object.entries(properties)),
|
||||
textures: new Map(),
|
||||
shaderParams: {}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新包围盒
|
||||
*/
|
||||
public updateBoundingBox(): void {
|
||||
if (this.node) {
|
||||
const worldPos = this.node.getWorldPosition();
|
||||
const scale = this.node.getScale();
|
||||
|
||||
this.complexData.interaction.boundingBox.center = new Vec3(worldPos.x, worldPos.y, worldPos.z);
|
||||
this.complexData.interaction.boundingBox.min = new Vec3(
|
||||
worldPos.x - scale.x * 0.5,
|
||||
worldPos.y - scale.y * 0.5,
|
||||
worldPos.z - scale.z * 0.5
|
||||
);
|
||||
this.complexData.interaction.boundingBox.max = new Vec3(
|
||||
worldPos.x + scale.x * 0.5,
|
||||
worldPos.y + scale.y * 0.5,
|
||||
worldPos.z + scale.z * 0.5
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 执行点击测试
|
||||
*/
|
||||
public hitTest(point: Vec3): boolean {
|
||||
const bbox = this.complexData.interaction.boundingBox;
|
||||
const result = point.x >= bbox.min.x && point.x <= bbox.max.x &&
|
||||
point.y >= bbox.min.y && point.y <= bbox.max.y &&
|
||||
point.z >= bbox.min.z && point.z <= bbox.max.z;
|
||||
|
||||
// 记录测试结果
|
||||
this.complexData.interaction.hitTestResults.push({
|
||||
position: new Vec3(point.x, point.y, point.z),
|
||||
timestamp: Date.now(),
|
||||
result
|
||||
});
|
||||
|
||||
// 限制历史记录大小
|
||||
if (this.complexData.interaction.hitTestResults.length > 50) {
|
||||
this.complexData.interaction.hitTestResults.shift();
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 重置组件
|
||||
*/
|
||||
public reset(): void {
|
||||
this.node = null;
|
||||
this.children = [];
|
||||
this.sprite = null;
|
||||
this.label = null;
|
||||
|
||||
// 清理ID列表(不再需要处理循环引用)
|
||||
this.nodeConfig.parentId = null;
|
||||
this.nodeConfig.childIds = [];
|
||||
this.complexData.hierarchy.parentId = null;
|
||||
this.complexData.hierarchy.rootId = null;
|
||||
this.complexData.hierarchy.depth = 0;
|
||||
|
||||
this.complexData.cache.textureCache.clear();
|
||||
this.complexData.cache.materialCache.clear();
|
||||
this.complexData.cache.shaderCache.clear();
|
||||
|
||||
this.complexData.animation.isPlaying = false;
|
||||
this.complexData.animation.currentFrame = 0;
|
||||
this.complexData.animation.animationQueue = [];
|
||||
|
||||
this.complexData.interaction.hitTestResults = [];
|
||||
this.renderState.materials = [];
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user