优化场景渲染性能策略及Kotlin实现
- 模型优化
- 简化模型:在建模工具中减少模型的多边形数量,去除不必要的细节。在Kotlin中,加载模型时可确保加载的是优化后的模型资源,例如使用
AssetLoader
加载优化后的.obj
或.glb
模型:
val assetLoader = AssetLoader(context)
val optimizedModel = assetLoader.loadModel("optimized_model.glb")
- **纹理压缩**:使用ETC1、ASTC等纹理压缩格式,减少纹理内存占用。在Kotlin代码中,在加载纹理时指定压缩格式相关参数,如使用`TextureLoader`加载压缩纹理:
val textureLoader = TextureLoader(context)
val compressedTexture = textureLoader.loadTexture("compressed_texture.etc1", TextureLoader.Format.ETC1)
- 层次细节(LOD)
- 根据模型与相机的距离切换不同细节层次的模型。在Kotlin中,定义一个
LODManager
类,用于管理LOD切换逻辑:
class LODManager(private val scene: Scene) {
private val lodMap = mutableMapOf<Model, List<Model>>()
fun addLOD(model: Model, lodModels: List<Model>) {
lodMap[model] = lodModels
}
fun updateLOD(camera: Camera) {
for ((model, lodModels) in lodMap) {
val distance = model.transform.translation.distanceTo(camera.transform.translation)
var bestIndex = 0
for (i in 1 until lodModels.size) {
if (distance > getLodDistance(i) && distance < getLodDistance(bestIndex)) {
bestIndex = i
}
}
val lodModel = lodModels[bestIndex]
scene.replaceModel(model, lodModel)
}
}
private fun getLodDistance(lodIndex: Int): Float {
// 根据实际需求定义不同LOD的距离阈值
return when (lodIndex) {
0 -> 10f
1 -> 20f
else -> 30f
}
}
}
- 批处理
- 合并相同材质的模型,减少绘制调用。通过
BatchRenderer
类实现,在Kotlin中:
class BatchRenderer(private val scene: Scene) {
private val batchGroups = mutableMapOf<Material, MutableList<Model>>()
fun addModel(model: Model) {
val material = model.material
batchGroups.getOrPut(material) { mutableListOf() }.add(model)
}
fun batchRender() {
for ((material, models) in batchGroups) {
if (models.size > 1) {
val combinedModel = combineModels(models)
scene.addModel(combinedModel)
models.forEach { scene.removeModel(it) }
}
}
}
private fun combineModels(models: List<Model>): Model {
// 实现合并模型的逻辑,例如使用OBJ合并算法
// 这里简化示例,假设已有合并模型的函数
return combineModelsIntoOne(models)
}
}
- 剔除
- 视锥体裁剪:ARCore本身会对视锥体之外的物体进行裁剪。在Kotlin中,可通过获取相机视锥体信息,对自定义的物体集合进行预筛选,减少不必要的渲染计算:
val camera = session.camera
val frustum = camera.frustum
val modelsToRender = models.filter { frustum.contains(it.transform.translation) }
- **遮挡剔除**:使用 occlusion culling 算法,例如基于八叉树的遮挡剔除。在Kotlin中,构建八叉树数据结构,用于管理场景中的模型:
class OctreeNode(val bounds: BoundingBox, val depth: Int) {
private val children = Array<OctreeNode?>(8) { null }
private val models = mutableListOf<Model>()
fun addModel(model: Model) {
if (depth >= MAX_DEPTH || bounds.contains(model.boundingBox)) {
models.add(model)
} else {
val childIndex = getChildIndex(model.boundingBox)
if (children[childIndex] == null) {
children[childIndex] = OctreeNode(getChildBounds(childIndex), depth + 1)
}
children[childIndex]?.addModel(model)
}
}
fun getVisibleModels(camera: Camera): List<Model> {
if (!bounds.isVisibleFrom(camera)) {
return emptyList()
}
if (depth >= MAX_DEPTH) {
return models.filter { it.boundingBox.isVisibleFrom(camera) }
}
return children.filterNotNull().flatMap { it.getVisibleModels(camera) }
}
private fun getChildIndex(boundingBox: BoundingBox): Int {
// 计算模型在八叉树中的子节点索引
return calculateChildIndex(boundingBox, bounds)
}
private fun getChildBounds(childIndex: Int): BoundingBox {
// 计算子节点的包围盒
return calculateChildBounds(childIndex, bounds)
}
}
优化交互响应速度策略及Kotlin实现
- 事件处理优化
- 减少事件监听开销:避免在每个模型上都设置单独的事件监听器,可通过设置一个全局的
InputEventListener
,在Kotlin中:
class GlobalInputEventListener(private val scene: Scene) : InputEventListener {
override fun onTouchEvent(event: MotionEvent, camera: Camera): Boolean {
val hitTestResults = session.hitTest(event)
for (result in hitTestResults) {
val node = result.node
if (node is ModelNode) {
// 处理模型选择、移动等交互
when (event.action) {
MotionEvent.ACTION_DOWN -> {
// 选择模型
selectedModel = node.model
}
MotionEvent.ACTION_MOVE -> {
if (selectedModel != null) {
// 移动模型
val newPosition = result.hitPose.translation
selectedModel!!.transform.translation = newPosition
}
}
}
return true
}
}
return false
}
}
- **使用事件队列**:将事件放入队列中,在主线程空闲时处理,减少主线程阻塞。定义一个`EventQueue`类:
class EventQueue {
private val queue = LinkedList<InputEvent>()
fun addEvent(event: InputEvent) {
synchronized(queue) {
queue.add(event)
}
}
fun processEvents() {
synchronized(queue) {
while (queue.isNotEmpty()) {
val event = queue.poll()
// 处理事件,如模型选择、移动
when (event.type) {
InputEvent.Type.SELECT -> {
// 选择模型逻辑
}
InputEvent.Type.MOVE -> {
// 移动模型逻辑
}
}
}
}
}
}
- 数据结构优化
- 使用空间数据结构:如KD - Tree用于快速查找模型,在Kotlin中实现KD - Tree数据结构:
class KDNode(val model: Model, val depth: Int) {
var left: KDNode? = null
var right: KDNode? = null
constructor(models: List<Model>, depth: Int) : this(models[models.size / 2], depth) {
val axis = depth % 3
models.sortedBy { it.transform.translation[axis] }.let { sortedModels ->
if (sortedModels.size > 1) {
left = KDNode(sortedModels.subList(0, sortedModels.size / 2), depth + 1)
right = KDNode(sortedModels.subList(sortedModels.size / 2 + 1, sortedModels.size), depth + 1)
}
}
}
fun findNearestModel(target: Vector3f): Model? {
var nearest: Model? = null
var nearestDistance = Float.MAX_VALUE
val stack = Stack<KDNode>()
stack.push(this)
while (stack.isNotEmpty()) {
val node = stack.pop()
val distance = node.model.transform.translation.distanceTo(target)
if (distance < nearestDistance) {
nearest = node.model
nearestDistance = distance
}
val axis = node.depth % 3
val targetValue = target[axis]
val nodeValue = node.model.transform.translation[axis]
if (targetValue < nodeValue) {
node.left?.let { stack.push(it) }
if (Math.abs(targetValue - nodeValue) < nearestDistance) {
node.right?.let { stack.push(it) }
}
} else {
node.right?.let { stack.push(it) }
if (Math.abs(targetValue - nodeValue) < nearestDistance) {
node.left?.let { stack.push(it) }
}
}
}
return nearest
}
}
- **缓存常用数据**:缓存模型的位置、大小等常用信息,避免每次交互时重复计算。在Kotlin中,为模型定义一个缓存类:
class ModelCache(private val model: Model) {
val position: Vector3f by lazy { model.transform.translation }
val size: Vector3f by lazy { model.boundingBox.size }
}