面试题答案
一键面试渲染机制优化
- 减少渲染面:
- 思路:使用
SCNGeometry
的- (void)removeFacesWithIndices:(NSIndexSet *)faceIndices
方法,剔除不可见的面。例如,对于一个复杂的3D模型,如果其背面始终不可见,可以剔除背面的多边形。 - 代码示例:
- 思路:使用
SCNGeometry *geometry = [SCNGeometry geometryWithSources:geometrySources elements:geometryElements];
NSMutableIndexSet *faceIndicesToRemove = [NSMutableIndexSet indexSet];
// 假设通过某种算法计算出要移除的面的索引
[faceIndicesToRemove addIndex:0];
[faceIndicesToRemove addIndex:1];
[geometry removeFacesWithIndices:faceIndicesToRemove];
- 层级细节(LOD):
- 思路:根据相机与模型的距离切换不同精度的模型。可以创建多个不同精度的模型版本,当模型距离相机较远时,加载低精度模型;距离较近时,加载高精度模型。
- 代码示例:
SCNNode *lodNode = [SCNNode node];
SCNNode *lowDetailNode = [SCNNode nodeWithGeometry:lowDetailGeometry];
SCNNode *highDetailNode = [SCNNode nodeWithGeometry:highDetailGeometry];
[lodNode addChildNode:lowDetailNode];
[lodNode addChildNode:highDetailNode];
lowDetailNode.hidden = NO;
highDetailNode.hidden = YES;
// 在相机移动的代理方法中根据距离切换
- (void)renderer:(id<SCNSceneRenderer>)renderer updateAtTime:(NSTimeInterval)time {
SCNVector3 cameraPosition = self.sceneView.pointOfView.position;
SCNVector3 nodePosition = lodNode.position;
float distance = sqrt(pow(cameraPosition.x - nodePosition.x, 2) + pow(cameraPosition.y - nodePosition.y, 2) + pow(cameraPosition.z - nodePosition.z, 2));
if (distance < 10) {
lowDetailNode.hidden = YES;
highDetailNode.hidden = NO;
} else {
lowDetailNode.hidden = NO;
highDetailNode.hidden = YES;
}
}
- 批处理:
- 思路:将多个小的模型合并为一个大的模型进行渲染。可以使用
SCNGeometryElement
来构建合并后的几何体。 - 代码示例:
- 思路:将多个小的模型合并为一个大的模型进行渲染。可以使用
NSMutableArray<SCNGeometrySource *> *sources = [NSMutableArray array];
NSMutableArray<SCNGeometryElement *> *elements = [NSMutableArray array];
// 假设已有多个SCNGeometry对象
for (SCNGeometry *geometry in geometriesArray) {
for (SCNGeometrySource *source in geometry.sources) {
[sources addObject:source];
}
for (SCNGeometryElement *element in geometry.elements) {
[elements addObject:element];
}
}
SCNGeometry *combinedGeometry = [SCNGeometry geometryWithSources:sources elements:elements];
SCNNode *combinedNode = [SCNNode nodeWithGeometry:combinedGeometry];
内存管理优化
- 纹理压缩:
- 思路:使用
SCNMaterialProperty
的- (void)setContents:(id)contents fromData:(NSData *)data options:(NSDictionary<NSString *,id> *)options
方法加载压缩后的纹理。例如,将PNG纹理转换为ETC2等压缩格式。 - 代码示例:
- 思路:使用
NSData *compressedTextureData = [NSData dataWithContentsOfFile:@"compressedTexture.etc2"];
SCNMaterial *material = [SCNMaterial material];
[material.diffuse setContents:compressedTextureData fromData:compressedTextureData options:@{SCNSceneSourceImportFlattenHierarchyKey: @YES}];
- 资源缓存:
- 思路:使用单例模式创建一个资源缓存类,缓存已经加载的模型和纹理。当需要再次使用相同资源时,直接从缓存中获取。
- 代码示例:
@interface ResourceCache : NSObject
@property (nonatomic, strong) NSMutableDictionary<NSString *, id> *cacheDictionary;
+ (instancetype)sharedCache;
- (id)cachedResourceForKey:(NSString *)key;
- (void)cacheResource:(id)resource forKey:(NSString *)key;
@end
@implementation ResourceCache
+ (instancetype)sharedCache {
static ResourceCache *sharedCache = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedCache = [[ResourceCache alloc] init];
sharedCache.cacheDictionary = [NSMutableDictionary dictionary];
});
return sharedCache;
}
- (id)cachedResourceForKey:(NSString *)key {
return self.cacheDictionary[key];
}
- (void)cacheResource:(id)resource forKey:(NSString *)key {
self.cacheDictionary[key] = resource;
}
@end
使用时:
ResourceCache *cache = [ResourceCache sharedCache];
SCNGeometry *geometry = [cache cachedResourceForKey:@"model1"];
if (!geometry) {
geometry = [SCNGeometry geometryWithSource:source element:element];
[cache cacheResource:geometry forKey:@"model1"];
}
资源加载优化
- 异步加载:
- 思路:使用
dispatch_async
在后台线程加载模型和纹理。 - 代码示例:
- 思路:使用
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
SCNScene *scene = [SCNScene sceneWithURL:[NSURL fileURLWithPath:@"model.scn"] options:nil error:nil];
dispatch_async(dispatch_get_main_queue(), ^{
self.sceneView.scene = scene;
});
});
- 资源预加载:
- 思路:在应用启动或者空闲时间,预先加载可能用到的资源。例如,通过监听
UIApplicationDidEnterBackground
通知,在应用进入后台时进行预加载。 - 代码示例:
- 思路:在应用启动或者空闲时间,预先加载可能用到的资源。例如,通过监听
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(preloadResources) name:UIApplicationDidEnterBackgroundNotification object:nil];
- (void)preloadResources {
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
SCNScene *scene1 = [SCNScene sceneWithURL:[NSURL fileURLWithPath:@"model1.scn"] options:nil error:nil];
SCNScene *scene2 = [SCNScene sceneWithURL:[NSURL fileURLWithPath:@"model2.scn"] options:nil error:nil];
// 缓存预加载的资源
ResourceCache *cache = [ResourceCache sharedCache];
[cache cacheResource:scene1 forKey:@"scene1"];
[cache cacheResource:scene2 forKey:@"scene2"];
});
}