第25节:VR基础与WebXR API入门
概述
虚拟现实(VR)正在重塑人机交互的边界,而WebXR让这一切在浏览器中成为可能。本节将深入探索WebXR技术体系,从设备集成到交互处理,从立体渲染到性能优化,为您提供构建沉浸式WebVR应用的完整解决方案。

WebXR生态系统建立在多层技术栈之上,其核心架构如下:
WebXR应用架构 应用层 渲染层 场景管理 交互处理 状态管理 立体渲染 异步渲染优化
核心原理深度解析
WebXR技术架构
WebXR API提供了访问VR/AR设备的标准化接口,其核心组件包括:
组件 | 功能描述 | 关键特性 |
---|---|---|
XRSystem | 设备检测和会话管理 | 设备枚举、功能检测 |
XRSession | XR体验会话控制 | 渲染循环、输入处理 |
XRReferenceSpace | 空间坐标系定义 | 6DoF追踪、空间锚点 |
XRInputSource | 输入设备管理 | 控制器状态、手势识别 |
立体渲染原理
VR渲染与传统3D渲染的关键差异:
-
双眼视差渲染
- 左眼和右眼分别渲染独立视角
- 瞳距(IPD)调整和校准
- 视口分割和投影矩阵计算
-
性能优化要求
- 目标帧率:72-90 FPS(PC VR)、72 FPS(Quest)
- 渲染分辨率:每眼1.4-2.0倍原生分辨率(超采样)
- 绘制调用优化:每帧<100 draw calls
完整代码实现
高级WebXR集成系统
vue
<template>
<div ref="container" class="xr-container">
<!-- 主渲染画布 -->
<canvas ref="rendererCanvas" class="xr-canvas"></canvas>
<!-- XR控制界面 -->
<div v-if="!isXRSessionActive" class="xr-controls">
<div class="xr-control-panel">
<h2>WebXR体验控制器</h2>
<div class="device-status">
<div class="status-item">
<span class="status-label">XR支持:</span>
<span class="status-value" :class="{'supported': xrSupport}">
{{ xrSupport ? '可用' : '不可用' }}
</span>
</div>
<div class="status-item" v-if="xrSupport">
<span class="status-label">设备类型:</span>
<span class="status-value">{{ xrDeviceType || '未检测' }}</span>
</div>
</div>
<div class="session-buttons" v-if="xrSupport">
<button
@click="enterVR()"
:disabled="!canEnterVR"
class="xr-button vr-button"
>
🕶️ 进入VR模式
</button>
<button
@click="enterAR()"
:disabled="!canEnterAR"
class="xr-button ar-button"
>
📱 进入AR模式
</button>
</div>
<div class="quality-settings" v-if="xrSupport">
<h3>渲染质量设置</h3>
<div class="setting-group">
<label>渲染比例: {{ renderScale }}x</label>
<input
type="range"
v-model="renderScale"
min="0.5"
max="1.5"
step="0.1"
>
</div>
<div class="setting-group">
<label>抗锯齿: {{ msaaEnabled ? '开启' : '关闭' }}</label>
<input
type="checkbox"
v-model="msaaEnabled"
>
</div>
</div>
</div>
</div>
<!-- XR会话状态指示 -->
<div v-if="isXRSessionActive" class="xr-session-info">
<div class="session-stats">
<span>FPS: {{ currentFPS }}</span>
<span>DrawCalls: {{ currentDrawCalls }}</span>
<span>控制器: {{ controllerCount }}</span>
</div>
<button @click="exitXR()" class="exit-button">
🚪 退出XR
</button>
</div>
<!-- 加载状态 -->
<div v-if="isLoading" class="loading-overlay">
<div class="loading-content">
<div class="spinner"></div>
<p>初始化XR环境...</p>
<p class="loading-details">{{ loadingStatus }}</p>
</div>
</div>
</div>
</template>
<script>
import { onMounted, onUnmounted, ref, reactive } from 'vue';
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { VRButton } from 'three/addons/webxr/VRButton.js';
import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
export default {
name: 'WebXRExperience',
setup() {
const container = ref(null);
const rendererCanvas = ref(null);
const isXRSessionActive = ref(false);
const xrSupport = ref(false);
const xrDeviceType = ref('');
const canEnterVR = ref(false);
const canEnterAR = ref(false);
const isLoading = ref(false);
const loadingStatus = ref('');
const renderScale = ref(1.0);
const msaaEnabled = ref(true);
const currentFPS = ref(0);
const currentDrawCalls = ref(0);
const controllerCount = ref(0);
let scene, camera, renderer, controls;
let xrSession = null;
let xrReferenceSpace = null;
let xrButton = null;
let controllers = [];
let clock = new THREE.Clock();
let frameCount = 0;
let lastFpsUpdate = 0;
// 初始化Three.js和WebXR环境
const init = async () => {
isLoading.value = true;
loadingStatus.value = '初始化渲染器...';
try {
// 初始化Three.js核心组件
initThreeJS();
// 检测WebXR支持
await checkXRSupport();
// 创建场景内容
createSceneContent();
// 设置XR控制器
setupXRControllers();
// 启动渲染循环
animate();
} catch (error) {
console.error('初始化失败:', error);
} finally {
isLoading.value = false;
}
};
// 初始化Three.js
const initThreeJS = () => {
// 创建场景
scene = new THREE.Scene();
scene.background = new THREE.Color(0x080808);
// 创建相机
camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.set(0, 1.6, 3); // 默认身高位置
// 创建渲染器
renderer = new THREE.WebGLRenderer({
canvas: rendererCanvas.value,
antialias: msaaEnabled.value,
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.xr.enabled = true;
renderer.xr.setReferenceSpaceType('local-floor');
// 添加VR按钮
xrButton = VRButton.createButton(renderer);
container.value.appendChild(xrButton);
// 添加轨道控制器(非XR模式)
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
};
// 检测WebXR支持
const checkXRSupport = async () => {
if (!navigator.xr) {
xrSupport.value = false;
throw new Error('WebXR API不可用');
}
try {
// 检测VR支持
canEnterVR.value = await navigator.xr.isSessionSupported('immersive-vr');
// 检测AR支持
canEnterAR.value = await navigator.xr.isSessionSupported('immersive-ar');
xrSupport.value = canEnterVR.value || canEnterAR.value;
if (canEnterVR.value) {
xrDeviceType.value = 'VR设备';
} else if (canEnterAR.value) {
xrDeviceType.value = 'AR设备';
}
} catch (error) {
console.error('XR支持检测失败:', error);
xrSupport.value = false;
}
};
// 创建场景内容
const createSceneContent = () => {
// 添加环境光
const ambientLight = new THREE.AmbientLight(0x404040, 0.6);
scene.add(ambientLight);
// 添加方向光
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(5, 10, 5);
directionalLight.castShadow = true;
scene.add(directionalLight);
// 创建地面
const floorGeometry = new THREE.PlaneGeometry(20, 20);
const floorMaterial = new THREE.MeshStandardMaterial({
color: 0x888888,
roughness: 0.8,
metalness: 0.2
});
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.receiveShadow = true;
floor.position.y = -0.1;
scene.add(floor);
// 创建交互物体
createInteractiveObjects();
// 创建环境边界指示
createBoundaryIndicator();
};
// 创建交互物体
const createInteractiveObjects = () => {
// 创建可交互的立方体
const cubeGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
const cubeMaterial = new THREE.MeshStandardMaterial({
color: 0xff0000,
emissive: 0x440000,
metalness: 0.7,
roughness: 0.3
});
const cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.set(0, 0.5, -1);
cube.castShadow = true;
cube.userData = {
interactive: true,
originalPosition: cube.position.clone(),
hovered: false
};
scene.add(cube);
// 创建更多测试物体
for (let i = 0; i < 5; i++) {
const sphereGeometry = new THREE.SphereGeometry(0.3, 16, 16);
const sphereMaterial = new THREE.MeshStandardMaterial({
color: new THREE.Color().setHSL(i / 5, 0.8, 0.6),
metalness: 0.2,
roughness: 0.7
});
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.set(
(i - 2) * 1.2,
0.3,
-2
);
sphere.castShadow = true;
sphere.userData = { interactive: true };
scene.add(sphere);
}
};
// 创建边界指示
const createBoundaryIndicator = () => {
const boundaryGeometry = new THREE.RingGeometry(1.5, 1.8, 32);
const boundaryMaterial = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.3,
side: THREE.DoubleSide
});
const boundary = new THREE.Mesh(boundaryGeometry, boundaryMaterial);
boundary.rotation.x = -Math.PI / 2;
boundary.position.y = 0.05;
boundary.visible = false; // 默认隐藏
boundary.name = 'boundary';
scene.add(boundary);
};
// 设置XR控制器
const setupXRControllers = () => {
const controllerModelFactory = new XRControllerModelFactory();
// 创建左右手控制器
for (let i = 0; i < 2; i++) {
const controller = renderer.xr.getController(i);
controller.addEventListener('selectstart', onSelectStart);
controller.addEventListener('selectend', onSelectEnd);
controller.addEventListener('squeezestart', onSqueezeStart);
controller.addEventListener('squeezeend', onSqueezeEnd);
controller.addEventListener('connected', onControllerConnected);
controller.addEventListener('disconnected', onControllerDisconnected);
// 添加控制器模型
const controllerGrip = renderer.xr.getControllerGrip(i);
controllerGrip.add(controllerModelFactory.createControllerModel(controllerGrip));
scene.add(controller);
scene.add(controllerGrip);
controllers.push(controller);
// 创建射线指示器
const geometry = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(0, 0, -1)
]);
const line = new THREE.Line(geometry);
line.name = 'line';
line.scale.z = 5;
line.visible = false;
controller.add(line);
}
};
// 控制器事件处理
const onSelectStart = (event) => {
const controller = event.target;
const intersections = getControllerIntersections(controller);
if (intersections.length > 0) {
const object = intersections[0].object;
if (object.userData.interactive) {
// 抓取物体逻辑
object.userData.grabbed = true;
object.userData.controller = controller;
object.userData.offset = new THREE.Vector3().copy(object.position)
.sub(controller.position);
}
}
};
const onSelectEnd = (event) => {
// 释放抓取的物体
scene.traverse(object => {
if (object.userData.grabbed) {
object.userData.grabbed = false;
object.userData.controller = null;
}
});
};
const onSqueezeStart = (event) => {
// 传送功能
const controller = event.target;
const intersections = getControllerIntersections(controller, true);
if (intersections.length > 0) {
const hitPoint = intersections[0].point;
teleportPlayer(hitPoint);
}
};
const onSqueezeEnd = (event) => {
// 传送结束
};
const onControllerConnected = (event) => {
const controller = event.target;
console.log('控制器已连接:', event.data);
controllerCount.value++;
// 显示射线指示器
const line = controller.getObjectByName('line');
if (line) {
line.visible = true;
}
};
const onControllerDisconnected = (event) => {
const controller = event.target;
console.log('控制器已断开连接');
controllerCount.value--;
// 隐藏射线指示器
const line = controller.getObjectByName('line');
if (line) {
line.visible = false;
}
};
// 获取控制器射线交点
const getControllerIntersections = (controller, floorOnly = false) => {
const tempMatrix = new THREE.Matrix4();
tempMatrix.identity().extractRotation(controller.matrixWorld);
const raycaster = new THREE.Raycaster();
raycaster.ray.origin.setFromMatrixPosition(controller.matrixWorld);
raycaster.ray.direction.set(0, 0, -1).applyMatrix4(tempMatrix);
const objects = floorOnly ?
[scene.getObjectByName('floor')] :
scene.children.filter(obj => obj.userData.interactive);
return raycaster.intersectObjects(objects, false);
};
// 玩家传送
const teleportPlayer = (position) => {
if (xrReferenceSpace) {
// 计算相对于参考空间的偏移
const offsetPosition = new THREE.Vector3(
-position.x,
-position.y,
-position.z
);
// 创建新的参考空间
const newReferenceSpace = xrReferenceSpace.getOffsetReferenceSpace(
new XRRigidTransform(offsetPosition)
);
xrReferenceSpace = newReferenceSpace;
renderer.xr.setReferenceSpace(xrReferenceSpace);
}
};
// 进入VR模式
const enterVR = async () => {
if (!canEnterVR.value) return;
isLoading.value = true;
loadingStatus.value = '启动VR会话...';
try {
const session = await navigator.xr.requestSession('immersive-vr', {
optionalFeatures: ['local-floor', 'bounded-floor', 'hand-tracking']
});
await setupXRSession(session);
} catch (error) {
console.error('进入VR失败:', error);
isLoading.value = false;
}
};
// 进入AR模式
const enterAR = async () => {
if (!canEnterAR.value) return;
isLoading.value = true;
loadingStatus.value = '启动AR会话...';
try {
const session = await navigator.xr.requestSession('immersive-ar', {
optionalFeatures: ['hit-test', 'dom-overlay']
});
await setupXRSession(session);
} catch (error) {
console.error('进入AR失败:', error);
isLoading.value = false;
}
};
// 设置XR会话
const setupXRSession = async (session) => {
xrSession = session;
isXRSessionActive.value = true;
// 设置会话事件监听
session.addEventListener('end', onXRSessionEnd);
session.addEventListener('visibilitychange', onXRVisibilityChange);
// 设置参考空间
xrReferenceSpace = await session.requestReferenceSpace('local-floor');
// 连接渲染器
await renderer.xr.setSession(session);
// 显示边界指示
const boundary = scene.getObjectByName('boundary');
if (boundary) {
boundary.visible = true;
}
isLoading.value = false;
};
// 退出XR
const exitXR = async () => {
if (xrSession) {
await xrSession.end();
}
};
// XR会话事件处理
const onXRSessionEnd = () => {
isXRSessionActive.value = false;
xrSession = null;
xrReferenceSpace = null;
// 隐藏边界指示
const boundary = scene.getObjectByName('boundary');
if (boundary) {
boundary.visible = false;
}
console.log('XR会话已结束');
};
const onXRVisibilityChange = () => {
console.log('XR可见性变化:', xrSession.visibilityState);
};
// 更新函数
const update = (deltaTime) => {
// 更新控制器状态
updateControllers();
// 更新抓取的物体
updateGrabbedObjects();
// 更新性能统计
updatePerformanceStats(deltaTime);
};
// 更新控制器状态
const updateControllers = () => {
controllers.forEach(controller => {
const line = controller.getObjectByName('line');
if (line && line.visible) {
const intersections = getControllerIntersections(controller);
// 更新射线长度和颜色
if (intersections.length > 0) {
line.scale.z = intersections[0].distance;
line.material.color.set(intersections[0].object.userData.hovered ? 0x00ff00 : 0xffffff);
} else {
line.scale.z = 5;
line.material.color.set(0xffffff);
}
}
});
};
// 更新抓取的物体
const updateGrabbedObjects = () => {
scene.traverse(object => {
if (object.userData.grabbed && object.userData.controller) {
const controller = object.userData.controller;
const worldPos = new THREE.Vector3();
controller.getWorldPosition(worldPos);
object.position.copy(worldPos).add(object.userData.offset);
}
});
};
// 更新性能统计
const updatePerformanceStats = (deltaTime) => {
frameCount++;
lastFpsUpdate += deltaTime;
if (lastFpsUpdate >= 1.0) {
currentFPS.value = Math.round(frameCount / lastFpsUpdate);
currentDrawCalls.value = renderer.info.render.calls;
frameCount = 0;
lastFpsUpdate = 0;
}
};
// 动画循环
const animate = () => {
requestAnimationFrame(animate);
const deltaTime = clock.getDelta();
if (!isXRSessionActive) {
controls.update();
}
update(deltaTime);
if (renderer.xr.isPresenting) {
renderer.render(scene, camera);
} else {
renderer.render(scene, camera);
}
};
// 响应式设置
watch(renderScale, (newScale) => {
if (renderer.xr) {
renderer.xr.setRenderTargetScale(newScale);
}
});
watch(msaaEnabled, (newValue) => {
if (renderer) {
renderer.antialias = newValue;
renderer.dispose();
renderer.setSize(window.innerWidth, window.innerHeight);
}
});
// 资源清理
const cleanup = () => {
if (xrSession) {
xrSession.end();
}
if (renderer) {
renderer.dispose();
}
if (xrButton && xrButton.parentNode) {
xrButton.parentNode.removeChild(xrButton);
}
};
onMounted(() => {
init();
window.addEventListener('resize', handleResize);
});
onUnmounted(() => {
cleanup();
window.removeEventListener('resize', handleResize);
});
const handleResize = () => {
if (!camera || !renderer) return;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
};
return {
container,
rendererCanvas,
isXRSessionActive,
xrSupport,
xrDeviceType,
canEnterVR,
canEnterAR,
isLoading,
loadingStatus,
renderScale,
msaaEnabled,
currentFPS,
currentDrawCalls,
controllerCount,
enterVR,
enterAR,
exitXR
};
}
};
</script>
<style scoped>
.xr-container {
width: 100%;
height: 100vh;
position: relative;
overflow: hidden;
}
.xr-canvas {
width: 100%;
height: 100%;
display: block;
}
.xr-controls {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
justify-content: center;
align-items: center;
background: rgba(0, 0, 0, 0.7);
backdrop-filter: blur(10px);
}
.xr-control-panel {
background: rgba(0, 0, 0, 0.9);
padding: 2rem;
border-radius: 15px;
border: 1px solid rgba(255, 255, 255, 0.1);
max-width: 400px;
width: 90%;
}
.xr-control-panel h2 {
color: #00ffff;
margin-bottom: 1.5rem;
text-align: center;
}
.device-status {
margin-bottom: 1.5rem;
}
.status-item {
display: flex;
justify-content: space-between;
margin-bottom: 0.5rem;
padding: 0.5rem;
background: rgba(255, 255, 255, 0.05);
border-radius: 5px;
}
.status-value.supported {
color: #00ff00;
}
.session-buttons {
display: flex;
flex-direction: column;
gap: 1rem;
margin-bottom: 1.5rem;
}
.xr-button {
padding: 1rem;
border: none;
border-radius: 8px;
font-size: 1.1rem;
font-weight: bold;
cursor: pointer;
transition: all 0.3s ease;
}
.xr-button:disabled {
opacity: 0.5;
cursor: not-allowed;
}
.vr-button {
background: linear-gradient(45deg, #667eea, #764ba2);
color: white;
}
.ar-button {
background: linear-gradient(45deg, #f093fb, #f5576c);
color: white;
}
.quality-settings {
border-top: 1px solid rgba(255, 255, 255, 0.1);
padding-top: 1.5rem;
}
.quality-settings h3 {
color: #00ffff;
margin-bottom: 1rem;
font-size: 1rem;
}
.setting-group {
margin-bottom: 1rem;
}
.setting-group label {
display: block;
margin-bottom: 0.5rem;
color: #ccc;
}
.setting-group input[type="range"] {
width: 100%;
}
.setting-group input[type="checkbox"] {
margin-left: 0.5rem;
}
.xr-session-info {
position: absolute;
top: 1rem;
left: 1rem;
background: rgba(0, 0, 0, 0.7);
padding: 1rem;
border-radius: 8px;
backdrop-filter: blur(10px);
}
.session-stats {
display: flex;
flex-direction: column;
gap: 0.5rem;
margin-bottom: 1rem;
color: #00ffff;
font-size: 0.9rem;
}
.exit-button {
padding: 0.5rem 1rem;
background: rgba(255, 0, 0, 0.3);
border: 1px solid rgba(255, 0, 0, 0.5);
border-radius: 5px;
color: white;
cursor: pointer;
transition: background 0.3s ease;
}
.exit-button:hover {
background: rgba(255, 0, 0, 0.5);
}
.loading-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.9);
display: flex;
justify-content: center;
align-items: center;
z-index: 1000;
}
.loading-content {
text-align: center;
color: white;
}
.spinner {
width: 40px;
height: 40px;
border: 4px solid rgba(255, 255, 255, 0.1);
border-left: 4px solid #00ffff;
border-radius: 50%;
animation: spin 1s linear infinite;
margin: 0 auto 1rem;
}
@keyframes spin {
0% { transform: rotate(0deg); }
100% { transform: rotate(360deg); }
}
.loading-details {
color: #00ffff;
font-size: 0.9rem;
margin-top: 0.5rem;
}
</style>
高级XR特性实现
手部追踪集成
javascript
class HandTrackingManager {
constructor(renderer, scene) {
this.renderer = renderer;
this.scene = scene;
this.handMeshes = new Map();
this.isHandTracking = false;
this.initHandModels();
}
async initHandModels() {
// 加载手部模型
const handGeometry = await this.createHandGeometry();
const handMaterial = new THREE.MeshBasicMaterial({
color: 0x00ffff,
transparent: true,
opacity: 0.8
});
// 创建左右手模型
this.handMeshes.set('left', new THREE.Mesh(handGeometry, handMaterial));
this.handMeshes.set('right', new THREE.Mesh(handGeometry, handMaterial));
this.handMeshes.forEach(hand => {
hand.visible = false;
this.scene.add(hand);
});
}
async enableHandTracking(session) {
try {
// 请求手部追踪功能
await session.updateRenderState({
optionalFeatures: ['hand-tracking']
});
// 监听手部追踪数据
session.addEventListener('handtracking', this.onHandTracking.bind(this));
this.isHandTracking = true;
} catch (error) {
console.warn('手部追踪不可用:', error);
}
}
onHandTracking(event) {
const { hands } = event.data;
hands.forEach(hand => {
const handMesh = this.handMeshes.get(hand.handedness);
if (handMesh) {
this.updateHandPose(handMesh, hand);
}
});
}
updateHandPose(handMesh, handData) {
handMesh.visible = true;
// 更新手部关节位置
// 这里需要根据handData中的关节数据更新手部模型
// 简化实现:只更新整体位置
handMesh.position.fromArray(handData.joints[0].position);
handMesh.quaternion.fromArray(handData.joints[0].rotation);
}
createHandGeometry() {
// 创建简化手部模型
const geometry = new THREE.BoxGeometry(0.05, 0.1, 0.02);
return geometry;
}
}
空间锚点与持久化
javascript
class SpatialAnchorManager {
constructor() {
this.anchors = new Map();
this.persistentAnchors = new Set();
}
async createAnchor(position, rotation, persistent = false) {
try {
// 创建XR锚点
const anchorPose = new XRRigidTransform(position, rotation);
const anchor = await xrSession.createAnchor(anchorPose, xrReferenceSpace);
const anchorData = {
anchor,
position: position.clone(),
rotation: rotation.clone(),
createdAt: Date.now(),
persistent
};
this.anchors.set(anchor, anchorData);
if (persistent) {
this.persistentAnchors.add(anchor);
this.savePersistentAnchors();
}
return anchor;
} catch (error) {
console.error('创建锚点失败:', error);
return null;
}
}
async restorePersistentAnchors() {
const savedAnchors = this.loadPersistentAnchors();
for (const anchorData of savedAnchors) {
await this.createAnchor(
new THREE.Vector3().fromArray(anchorData.position),
new THREE.Quaternion().fromArray(anchorData.rotation),
true
);
}
}
savePersistentAnchors() {
const anchorsToSave = Array.from(this.persistentAnchors).map(anchor => {
const data = this.anchors.get(anchor);
return {
position: data.position.toArray(),
rotation: data.rotation.toArray(),
createdAt: data.createdAt
};
});
localStorage.setItem('xr_persistent_anchors', JSON.stringify(anchorsToSave));
}
loadPersistentAnchors() {
const saved = localStorage.getItem('xr_persistent_anchors');
return saved ? JSON.parse(saved) : [];
}
}
注意事项与最佳实践
-
性能优化关键点
- 维持稳定的90FPS帧率
- 使用实例化渲染减少draw calls
- 实现基于视口的LOD系统
- 优化着色器复杂度
-
用户体验最佳实践
- 提供舒适的移动机制(传送/连续移动)
- 实现适当的运动模糊和减震效果
- 提供清晰的用户界面和反馈
- 处理VR不适症(VR sickness)的缓解措施
-
设备兼容性处理
- 检测设备能力并自适应调整
- 提供多种输入方式支持
- 处理不同设备的渲染特性差异
下一节预告
第26节:GPU加速计算与Compute Shader探索
将深入探讨WebGPU技术在现代浏览器中的应用,包括:Compute Shader原理、GPU并行计算、物理模拟加速、以及如何利用GPU进行通用计算来提升3D应用的性能和视觉效果。