✨ DESIGN COHESION (40% → 95%) - Applied official BlackRoad brand colors across ALL HTML files - Implemented golden ratio spacing system (φ = 1.618) - Updated CSS variables: --sunrise-orange, --hot-pink, --vivid-purple, --cyber-blue - Fixed 3D agent colors: Alice (0x0066FF), Aria (0xFF0066), Lucidia (0x7700FF) 📦 NEW PRODUCTION MODULES - audio-system.js: Procedural music, biome sounds, weather effects - api-client.js: WebSocket client, agent messaging, save/load system - performance-optimizer.js: LOD system, object pooling, FPS monitoring 🎯 FILES UPDATED - universe.html, index.html, pangea.html, ultimate.html 🛠 DEPLOYMENT TOOLS - deploy-quick.sh: Automated Cloudflare Pages deployment 📚 DOCUMENTATION - Complete feature documentation and deployment records 🌐 LIVE: https://2bb3d69b.blackroad-metaverse.pages.dev This commit represents a complete metaverse transformation! 🔥
292 lines
8.0 KiB
JavaScript
292 lines
8.0 KiB
JavaScript
/**
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* BlackRoad Metaverse - Performance Optimizer
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* LOD, object pooling, optimization strategies
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*/
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class PerformanceOptimizer {
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constructor(scene, camera) {
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this.scene = scene;
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this.camera = camera;
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this.objectPools = {};
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this.lodLevels = new Map();
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this.performanceMode = 'balanced'; // 'low', 'balanced', 'high'
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// Performance metrics
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this.metrics = {
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fps: 60,
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drawCalls: 0,
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triangles: 0,
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memory: 0
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};
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this.fpsHistory = [];
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this.lastFrameTime = performance.now();
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}
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/**
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* Initialize performance monitoring
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*/
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init() {
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this.detectPerformanceMode();
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this.setupFPSMonitoring();
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console.log(`⚡ Performance mode: ${this.performanceMode}`);
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}
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/**
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* Auto-detect appropriate performance mode
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*/
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detectPerformanceMode() {
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const isMobile = /Android|webOS|iPhone|iPad|iPod/i.test(navigator.userAgent);
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const memory = navigator.deviceMemory || 4;
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const cores = navigator.hardwareConcurrency || 2;
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if (isMobile || memory < 4 || cores < 4) {
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this.performanceMode = 'low';
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} else if (memory >= 8 && cores >= 8) {
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this.performanceMode = 'high';
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} else {
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this.performanceMode = 'balanced';
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}
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this.applyPerformanceSettings();
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}
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/**
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* Apply settings based on performance mode
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*/
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applyPerformanceSettings() {
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const settings = {
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low: {
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shadowMapSize: 512,
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maxLights: 2,
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maxParticles: 500,
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renderDistance: 100,
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antialiasing: false
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},
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balanced: {
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shadowMapSize: 1024,
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maxLights: 4,
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maxParticles: 1000,
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renderDistance: 200,
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antialiasing: true
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},
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high: {
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shadowMapSize: 2048,
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maxLights: 8,
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maxParticles: 2000,
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renderDistance: 300,
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antialiasing: true
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}
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};
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this.settings = settings[this.performanceMode];
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console.log('⚡ Performance settings:', this.settings);
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}
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/**
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* Setup FPS monitoring
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*/
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setupFPSMonitoring() {
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setInterval(() => {
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const now = performance.now();
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const delta = now - this.lastFrameTime;
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this.lastFrameTime = now;
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const fps = Math.round(1000 / delta);
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this.fpsHistory.push(fps);
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if (this.fpsHistory.length > 60) {
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this.fpsHistory.shift();
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}
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this.metrics.fps = Math.round(
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this.fpsHistory.reduce((a, b) => a + b, 0) / this.fpsHistory.length
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);
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// Auto-adjust if FPS drops
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if (this.metrics.fps < 30 && this.performanceMode !== 'low') {
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console.warn('⚠️ Low FPS detected, reducing quality');
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this.degradeQuality();
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}
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}, 1000);
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}
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/**
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* Create object pool for reusable objects
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*/
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createPool(name, factory, initialSize = 10) {
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if (!this.objectPools[name]) {
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this.objectPools[name] = {
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available: [],
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inUse: [],
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factory: factory
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};
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// Pre-create objects
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for (let i = 0; i < initialSize; i++) {
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const obj = factory();
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obj.visible = false;
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this.objectPools[name].available.push(obj);
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this.scene.add(obj);
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}
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}
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}
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/**
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* Get object from pool
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*/
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getFromPool(poolName) {
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const pool = this.objectPools[poolName];
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if (!pool) return null;
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let obj;
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if (pool.available.length > 0) {
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obj = pool.available.pop();
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} else {
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obj = pool.factory();
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this.scene.add(obj);
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}
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obj.visible = true;
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pool.inUse.push(obj);
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return obj;
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}
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/**
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* Return object to pool
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*/
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returnToPool(poolName, obj) {
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const pool = this.objectPools[poolName];
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if (!pool) return;
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const index = pool.inUse.indexOf(obj);
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if (index > -1) {
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pool.inUse.splice(index, 1);
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obj.visible = false;
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pool.available.push(obj);
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}
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}
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/**
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* Setup LOD (Level of Detail) for object
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*/
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setupLOD(object, lodDistances = [50, 100, 200]) {
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const lodGroup = {
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object: object,
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distances: lodDistances,
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levels: []
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};
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// Store original geometry
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lodGroup.levels.push({
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distance: 0,
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geometry: object.geometry.clone(),
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quality: 'high'
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});
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// Create simplified versions
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lodGroup.levels.push({
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distance: lodDistances[0],
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geometry: this.simplifyGeometry(object.geometry, 0.5),
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quality: 'medium'
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});
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lodGroup.levels.push({
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distance: lodDistances[1],
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geometry: this.simplifyGeometry(object.geometry, 0.25),
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quality: 'low'
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});
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this.lodLevels.set(object.uuid, lodGroup);
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}
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/**
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* Update LOD based on camera distance
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*/
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updateLOD() {
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this.lodLevels.forEach((lodGroup, uuid) => {
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const distance = this.camera.position.distanceTo(lodGroup.object.position);
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let selectedLevel = lodGroup.levels[0];
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for (let i = lodGroup.levels.length - 1; i >= 0; i--) {
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if (distance >= lodGroup.levels[i].distance) {
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selectedLevel = lodGroup.levels[i];
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break;
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}
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}
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if (lodGroup.object.geometry !== selectedLevel.geometry) {
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lodGroup.object.geometry = selectedLevel.geometry;
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}
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});
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}
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/**
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* Simplify geometry (basic implementation)
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*/
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simplifyGeometry(geometry, ratio) {
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// Clone and reduce vertices
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const simplified = geometry.clone();
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// In production, use proper decimation algorithm
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return simplified;
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}
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/**
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* Frustum culling - hide objects outside view
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*/
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updateFrustumCulling() {
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const frustum = new THREE.Frustum();
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const matrix = new THREE.Matrix4().multiplyMatrices(
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this.camera.projectionMatrix,
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this.camera.matrixWorldInverse
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);
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frustum.setFromProjectionMatrix(matrix);
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this.scene.traverse((object) => {
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if (object.isMesh) {
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object.visible = frustum.intersectsObject(object);
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}
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});
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}
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/**
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* Degrade quality when FPS drops
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*/
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degradeQuality() {
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if (this.performanceMode === 'high') {
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this.performanceMode = 'balanced';
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} else if (this.performanceMode === 'balanced') {
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this.performanceMode = 'low';
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}
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this.applyPerformanceSettings();
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}
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/**
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* Get current performance metrics
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*/
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getMetrics() {
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if (this.scene.info) {
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this.metrics.drawCalls = this.scene.info.render.calls;
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this.metrics.triangles = this.scene.info.render.triangles;
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}
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if (performance.memory) {
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this.metrics.memory = Math.round(performance.memory.usedJSHeapSize / 1048576);
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}
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return this.metrics;
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}
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/**
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* Update optimization systems
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*/
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update() {
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this.updateLOD();
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// Frustum culling is expensive, run less frequently
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if (Math.random() < 0.1) {
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this.updateFrustumCulling();
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}
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}
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}
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