概述
WebAssembly(WASM)是一种高性能的二进制指令格式,可以在现代Web浏览器中运行。本节将深入探索如何将C++物理引擎编译为WebAssembly,并与Three.js集成,实现高性能的物理模拟计算。

物理引擎加速架构:
WASM物理系统 C++物理引擎 JS/Three.js渲染 WASM桥接层 刚体动力学 碰撞检测 约束求解 Three.js场景 网格更新 用户交互 Emscripten编译 内存管理 函数绑定 高性能计算 实时渲染 跨平台执行
核心原理深度解析
WebAssembly技术优势
| 特性 | 传统JavaScript | WebAssembly | 性能提升 |
|---|---|---|---|
| 执行速度 | 解释执行/JIT编译 | 接近原生代码 | 3-10倍 |
| 内存管理 | 自动垃圾回收 | 手动内存控制 | 更高效 |
| 计算密集型 | 性能受限 | 接近C++性能 | 显著提升 |
| 多线程 | Worker有限制 | 真正多线程 | 并行加速 |
物理引擎核心模块
-
刚体动力学
- 牛顿运动定律数值积分
- 质量、惯性张量计算
- 力和扭矩应用
-
碰撞检测
- 包围体积层次(BVH)
- 分离轴定理(SAT)
- 连续碰撞检测(CCD)
-
约束求解
- 顺序脉冲方法
- 接触点生成
- 摩擦力模拟
完整代码实现
C++物理引擎核心
cpp
// PhysicsEngine.h
#ifndef PHYSICS_ENGINE_H
#define PHYSICS_ENGINE_H
#include <vector>
#include <memory>
// 向量类
struct Vector3 {
double x, y, z;
Vector3(double x = 0, double y = 0, double z = 0) : x(x), y(y), z(z) {}
Vector3 operator+(const Vector3& other) const {
return Vector3(x + other.x, y + other.y, z + other.z);
}
Vector3 operator*(double scalar) const {
return Vector3(x * scalar, y * scalar, z * scalar);
}
};
// 四元数类
struct Quaternion {
double w, x, y, z;
Quaternion(double w = 1, double x = 0, double y = 0, double z = 0)
: w(w), x(x), y(y), z(z) {}
};
// 刚体类
class RigidBody {
public:
Vector3 position;
Vector3 linearVelocity;
Vector3 force;
Quaternion rotation;
Vector3 angularVelocity;
Vector3 torque;
double mass;
double inverseMass;
Vector3 inertiaTensor;
Vector3 inverseInertiaTensor;
bool isStatic;
RigidBody(double mass = 1.0);
void applyForce(const Vector3& force, const Vector3& point);
void applyImpulse(const Vector3& impulse, const Vector3& point);
void integrate(double deltaTime);
};
// 物理世界类
class PhysicsWorld {
private:
std::vector<std::shared_ptr<RigidBody>> bodies;
Vector3 gravity;
public:
PhysicsWorld();
void setGravity(const Vector3& gravity);
void addBody(std::shared_ptr<RigidBody> body);
void stepSimulation(double deltaTime);
// 获取所有刚体数据供JS使用
std::vector<std::shared_ptr<RigidBody>> getBodies() const { return bodies; }
};
#endif
cpp
// PhysicsEngine.cpp
#include "PhysicsEngine.h"
#include <cmath>
RigidBody::RigidBody(double mass)
: mass(mass), isStatic(false) {
inverseMass = mass > 0 ? 1.0 / mass : 0.0;
inertiaTensor = Vector3(1.0, 1.0, 1.0);
inverseInertiaTensor = Vector3(1.0, 1.0, 1.0);
}
void RigidBody::applyForce(const Vector3& force, const Vector3& point) {
this->force = this->force + force;
// 计算扭矩: τ = r × F
Vector3 r = point + position; // 相对位置
Vector3 torque = Vector3(
r.y * force.z - r.z * force.y,
r.z * force.x - r.x * force.z,
r.x * force.y - r.y * force.x
);
this->torque = this->torque + torque;
}
void RigidBody::applyImpulse(const Vector3& impulse, const Vector3& point) {
if (isStatic) return;
// 线速度变化
linearVelocity = linearVelocity + impulse * inverseMass;
// 角速度变化
Vector3 r = point + position;
Vector3 angularImpulse = Vector3(
r.y * impulse.z - r.z * impulse.y,
r.z * impulse.x - r.x * impulse.z,
r.x * impulse.y - r.y * impulse.x
);
angularVelocity = angularVelocity + Vector3(
angularImpulse.x * inverseInertiaTensor.x,
angularImpulse.y * inverseInertiaTensor.y,
angularImpulse.z * inverseInertiaTensor.z
);
}
void RigidBody::integrate(double deltaTime) {
if (isStatic) return;
// 线性运动积分
Vector3 acceleration = force * inverseMass;
linearVelocity = linearVelocity + acceleration * deltaTime;
position = position + linearVelocity * deltaTime;
// 角运动积分(简化)
Vector3 angularAcceleration = Vector3(
torque.x * inverseInertiaTensor.x,
torque.y * inverseInertiaTensor.y,
torque.z * inverseInertiaTensor.z
);
angularVelocity = angularVelocity + angularAcceleration * deltaTime;
// 重置力和扭矩
force = Vector3(0, 0, 0);
torque = Vector3(0, 0, 0);
}
PhysicsWorld::PhysicsWorld() : gravity(0, -9.8, 0) {}
void PhysicsWorld::setGravity(const Vector3& gravity) {
this->gravity = gravity;
}
void PhysicsWorld::addBody(std::shared_ptr<RigidBody> body) {
bodies.push_back(body);
}
void PhysicsWorld::stepSimulation(double deltaTime) {
// 应用重力
for (auto& body : bodies) {
if (!body->isStatic) {
body->force = body->force + gravity * body->mass;
}
}
// 积分运动
for (auto& body : bodies) {
body->integrate(deltaTime);
}
// 简化的碰撞处理(实际应该使用更复杂的碰撞检测)
for (auto& body : bodies) {
if (body->position.y < 0) {
body->position.y = 0;
body->linearVelocity.y = -body->linearVelocity.y * 0.8; // 弹性碰撞
}
}
}
Emscripten绑定接口
cpp
// PhysicsBindings.cpp
#include <emscripten/bind.h>
#include "PhysicsEngine.h"
using namespace emscripten;
// WASM模块接口
class PhysicsModule {
private:
std::shared_ptr<PhysicsWorld> world;
public:
PhysicsModule() {
world = std::make_shared<PhysicsWorld>();
}
int createBody(double mass, double x, double y, double z) {
auto body = std::make_shared<RigidBody>(mass);
body->position = Vector3(x, y, z);
world->addBody(body);
return world->getBodies().size() - 1; // 返回body索引
}
void setBodyPosition(int index, double x, double y, double z) {
auto bodies = world->getBodies();
if (index >= 0 && index < bodies.size()) {
bodies[index]->position = Vector3(x, y, z);
}
}
void applyBodyForce(int index, double fx, double fy, double fz) {
auto bodies = world->getBodies();
if (index >= 0 && index < bodies.size()) {
bodies[index]->applyForce(Vector3(fx, fy, fz), Vector3(0, 0, 0));
}
}
void stepSimulation(double deltaTime) {
world->stepSimulation(deltaTime);
}
// 获取刚体位置数据供JS读取
val getBodyPositions() {
auto bodies = world->getBodies();
std::vector<double> positions;
for (const auto& body : bodies) {
positions.push_back(body->position.x);
positions.push_back(body->position.y);
positions.push_back(body->position.z);
}
return val(typed_memory_view(positions.size(), positions.data()));
}
val getBodyRotations() {
auto bodies = world->getBodies();
std::vector<double> rotations;
for (const auto& body : bodies) {
rotations.push_back(body->rotation.w);
rotations.push_back(body->rotation.x);
rotations.push_back(body->rotation.y);
rotations.push_back(body->rotation.z);
}
return val(typed_memory_view(rotations.size(), rotations.data()));
}
};
// 绑定到JavaScript
EMSCRIPTEN_BINDINGS(physics_module) {
class_<PhysicsModule>("PhysicsModule")
.constructor<>()
.function("createBody", &PhysicsModule::createBody)
.function("setBodyPosition", &PhysicsModule::setBodyPosition)
.function("applyBodyForce", &PhysicsModule::applyBodyForce)
.function("stepSimulation", &PhysicsModule::stepSimulation)
.function("getBodyPositions", &PhysicsModule::getBodyPositions)
.function("getBodyRotations", &PhysicsModule::getBodyRotations);
}
Three.js集成前端
vue
<template>
<div class="wasm-physics-container">
<!-- 主渲染画布 -->
<canvas ref="physicsCanvas" class="physics-canvas"></canvas>
<!-- 控制面板 -->
<div class="physics-controls">
<div class="control-section">
<h3>⚡ WASM物理模拟</h3>
<div class="control-group">
<label>物理精度: {{ simulationQuality }}</label>
<input
type="range"
v-model="simulationQuality"
min="1"
max="10"
step="1"
>
</div>
<div class="control-group">
<label>重力强度: {{ gravityStrength }}</label>
<input
type="range"
v-model="gravityStrength"
min="0"
max="20"
step="0.5"
>
</div>
<div class="control-group">
<label>刚体数量: {{ bodyCount }}</label>
<input
type="range"
v-model="bodyCount"
min="1"
max="1000"
step="1"
>
</div>
</div>
<div class="control-section">
<h3>🎮 交互控制</h3>
<div class="interaction-controls">
<button @click="addRandomBodies" class="control-button">
🎲 添加随机刚体
</button>
<button @click="createPhysicsStack" class="control-button">
🧱 创建物理堆栈
</button>
<button @click="clearAllBodies" class="control-button">
🧹 清空场景
</button>
<button @click="applyExplosion" class="control-button">
💥 应用爆炸力
</button>
</div>
</div>
<div class="control-section">
<h3>📊 性能监控</h3>
<div class="performance-stats">
<div class="stat-item">
<span>帧率:</span>
<span>{{ currentFPS }} FPS</span>
</div>
<div class="stat-item">
<span>刚体数量:</span>
<span>{{ activeBodies }}</span>
</div>
<div class="stat-item">
<span>WASM计算时间:</span>
<span>{{ wasmComputeTime }}ms</span>
</div>
<div class="stat-item">
<span>Three.js渲染时间:</span>
<span>{{ threeRenderTime }}ms</span>
</div>
<div class="stat-item">
<span>内存使用:</span>
<span>{{ memoryUsage }} MB</span>
</div>
</div>
</div>
</div>
<!-- 加载界面 -->
<div v-if="isLoading" class="loading-overlay">
<div class="wasm-loader">
<div class="loader-cube"></div>
<h3>编译WASM物理引擎...</h3>
<div class="loading-progress">
<div class="progress-bar">
<div class="progress-fill" :style="progressStyle"></div>
</div>
<span class="progress-text">{{ loadingMessage }}</span>
</div>
</div>
</div>
</div>
</template>
<script>
import { onMounted, onUnmounted, ref, reactive, computed, watch } from 'vue';
import * as THREE from 'three';
export default {
name: 'WasmPhysicsSimulation',
setup() {
const physicsCanvas = ref(null);
const simulationQuality = ref(5);
const gravityStrength = ref(9.8);
const bodyCount = ref(50);
const currentFPS = ref(0);
const wasmComputeTime = ref(0);
const threeRenderTime = ref(0);
const memoryUsage = ref(0);
const activeBodies = ref(0);
const isLoading = ref(true);
const loadingMessage = ref('加载WASM模块...');
let scene, camera, renderer, controls;
let physicsModule = null;
let bodyMeshes = [];
let clock, stats;
let frameCount = 0;
let lastFpsUpdate = 0;
// 初始化场景
const initScene = async () => {
// 创建Three.js场景
scene = new THREE.Scene();
scene.background = new THREE.Color(0x0f0f1a);
scene.fog = new THREE.Fog(0x0f0f1a, 50, 200);
// 创建相机
camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.set(0, 15, 30);
// 创建渲染器
renderer = new THREE.WebGLRenderer({
canvas: physicsCanvas.value,
antialias: true,
powerPreference: "high-performance"
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// 设置光照
setupLighting();
// 创建地面
createGround();
// 加载WASM模块
await loadWasmModule();
// 创建初始刚体
createInitialBodies();
isLoading.value = false;
// 启动动画循环
clock = new THREE.Clock();
animate();
};
// 设置光照
const setupLighting = () => {
const ambientLight = new THREE.AmbientLight(0x404040, 0.6);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(50, 50, 25);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
scene.add(directionalLight);
};
// 创建地面
const createGround = () => {
const groundGeometry = new THREE.PlaneGeometry(100, 100);
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x3a3a4a,
roughness: 0.8,
metalness: 0.2
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.position.y = -5;
ground.receiveShadow = true;
scene.add(ground);
};
// 加载WASM模块
const loadWasmModule = async () => {
try {
loadingMessage.value = '初始化WASM运行时...';
// 这里应该加载实际的WASM模块
// 简化实现:模拟WASM模块
physicsModule = {
createBody: (mass, x, y, z) => Math.floor(Math.random() * 1000),
setBodyPosition: () => {},
applyBodyForce: () => {},
stepSimulation: () => {},
getBodyPositions: () => new Float64Array(),
getBodyRotations: () => new Float64Array()
};
// 模拟加载延迟
await new Promise(resolve => setTimeout(resolve, 2000));
loadingMessage.value = 'WASM物理引擎就绪';
} catch (error) {
console.error('WASM模块加载失败:', error);
loadingMessage.value = '加载失败,使用回退方案';
}
};
// 创建初始刚体
const createInitialBodies = () => {
for (let i = 0; i < bodyCount.value; i++) {
addPhysicsBody();
}
updateStats();
};
// 添加物理刚体
const addPhysicsBody = () => {
const geometry = new THREE.SphereGeometry(1, 8, 6);
const material = new THREE.MeshStandardMaterial({
color: new THREE.Color().setHSL(Math.random(), 0.8, 0.6),
roughness: 0.7,
metalness: 0.3
});
const mesh = new THREE.Mesh(geometry, material);
mesh.castShadow = true;
// 随机位置
mesh.position.set(
(Math.random() - 0.5) * 20,
Math.random() * 10 + 10,
(Math.random() - 0.5) * 20
);
scene.add(mesh);
bodyMeshes.push(mesh);
// 在WASM物理引擎中创建对应刚体
if (physicsModule) {
physicsModule.createBody(1, mesh.position.x, mesh.position.y, mesh.position.z);
}
};
// 添加随机刚体
const addRandomBodies = () => {
const addCount = Math.min(10, 1000 - bodyMeshes.length);
for (let i = 0; i < addCount; i++) {
addPhysicsBody();
}
updateStats();
};
// 创建物理堆栈
const createPhysicsStack = () => {
const stackSize = 5;
const stackSpacing = 2.2;
for (let layer = 0; layer < stackSize; layer++) {
for (let i = 0; i < 5; i++) {
const geometry = new THREE.BoxGeometry(2, 2, 2);
const material = new THREE.MeshStandardMaterial({
color: new THREE.Color().setHSL(layer * 0.1, 0.8, 0.6),
roughness: 0.7,
metalness: 0.3
});
const mesh = new THREE.Mesh(geometry, material);
mesh.castShadow = true;
mesh.position.set(
(i - 2) * stackSpacing,
layer * stackSpacing,
0
);
scene.add(mesh);
bodyMeshes.push(mesh);
if (physicsModule) {
physicsModule.createBody(1, mesh.position.x, mesh.position.y, mesh.position.z);
}
}
}
updateStats();
};
// 清空所有刚体
const clearAllBodies = () => {
bodyMeshes.forEach(mesh => {
scene.remove(mesh);
mesh.geometry.dispose();
mesh.material.dispose();
});
bodyMeshes = [];
updateStats();
};
// 应用爆炸力
const applyExplosion = () => {
const explosionCenter = new THREE.Vector3(0, 5, 0);
const explosionStrength = 50;
bodyMeshes.forEach((mesh, index) => {
const direction = new THREE.Vector3()
.subVectors(mesh.position, explosionCenter)
.normalize();
if (physicsModule) {
physicsModule.applyBodyForce(
index,
direction.x * explosionStrength,
direction.y * explosionStrength,
direction.z * explosionStrength
);
}
});
};
// 更新统计信息
const updateStats = () => {
activeBodies.value = bodyMeshes.length;
// 模拟内存使用
memoryUsage.value = (activeBodies.value * 0.1).toFixed(1);
};
// 动画循环
const animate = () => {
requestAnimationFrame(animate);
const deltaTime = Math.min(clock.getDelta(), 0.1); // 限制最大deltaTime
// 更新物理模拟
if (physicsModule && bodyMeshes.length > 0) {
const wasmStartTime = performance.now();
// 执行WASM物理计算
physicsModule.stepSimulation(deltaTime);
// 获取刚体数据并更新Three.js网格
const positions = physicsModule.getBodyPositions();
const rotations = physicsModule.getBodyRotations();
wasmComputeTime.value = (performance.now() - wasmStartTime).toFixed(2);
// 更新网格位置(简化实现)
bodyMeshes.forEach((mesh, index) => {
if (index * 3 + 2 < positions.length) {
mesh.position.set(
positions[index * 3],
positions[index * 3 + 1],
positions[index * 3 + 2]
);
}
});
}
// 渲染场景
const renderStartTime = performance.now();
renderer.render(scene, camera);
threeRenderTime.value = (performance.now() - renderStartTime).toFixed(2);
// 更新性能统计
updatePerformanceStats(deltaTime);
};
// 更新性能统计
const updatePerformanceStats = (deltaTime) => {
frameCount++;
lastFpsUpdate += deltaTime;
if (lastFpsUpdate >= 1.0) {
currentFPS.value = Math.round(frameCount / lastFpsUpdate);
frameCount = 0;
lastFpsUpdate = 0;
}
};
// 进度条样式
const progressStyle = computed(() => ({
width: '100%'
}));
// 响应式设置
watch(bodyCount, (newValue) => {
const currentCount = bodyMeshes.length;
const difference = newValue - currentCount;
if (difference > 0) {
for (let i = 0; i < difference; i++) {
addPhysicsBody();
}
} else if (difference < 0) {
const removeCount = -difference;
for (let i = 0; i < removeCount; i++) {
const mesh = bodyMeshes.pop();
if (mesh) {
scene.remove(mesh);
mesh.geometry.dispose();
mesh.material.dispose();
}
}
}
updateStats();
});
onMounted(() => {
initScene();
window.addEventListener('resize', handleResize);
});
onUnmounted(() => {
if (renderer) {
renderer.dispose();
}
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 {
physicsCanvas,
simulationQuality,
gravityStrength,
bodyCount,
currentFPS,
wasmComputeTime,
threeRenderTime,
memoryUsage,
activeBodies,
isLoading,
loadingMessage,
progressStyle,
addRandomBodies,
createPhysicsStack,
clearAllBodies,
applyExplosion
};
}
};
</script>
<style scoped>
.wasm-physics-container {
width: 100%;
height: 100vh;
position: relative;
background: #000;
overflow: hidden;
}
.physics-canvas {
width: 100%;
height: 100%;
display: block;
}
.physics-controls {
position: absolute;
top: 20px;
right: 20px;
width: 320px;
background: rgba(15, 15, 26, 0.9);
padding: 20px;
border-radius: 12px;
color: white;
backdrop-filter: blur(10px);
border: 1px solid rgba(255, 255, 255, 0.1);
max-height: 80vh;
overflow-y: auto;
}
.control-section {
margin-bottom: 25px;
padding-bottom: 15px;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
}
.control-section:last-child {
margin-bottom: 0;
border-bottom: none;
}
.control-section h3 {
color: #00d9ff;
margin-bottom: 15px;
font-size: 16px;
display: flex;
align-items: center;
gap: 8px;
}
.control-group {
margin-bottom: 15px;
}
.control-group label {
display: block;
margin-bottom: 8px;
color: #ccc;
font-size: 14px;
}
.control-group input[type="range"] {
width: 100%;
height: 6px;
background: #444;
border-radius: 3px;
outline: none;
opacity: 0.7;
transition: opacity 0.2s;
}
.control-group input[type="range"]:hover {
opacity: 1;
}
.control-group input[type="range"]::-webkit-slider-thumb {
appearance: none;
width: 16px;
height: 16px;
border-radius: 50%;
background: #00d9ff;
cursor: pointer;
box-shadow: 0 0 10px rgba(0, 217, 255, 0.5);
}
.interaction-controls {
display: flex;
flex-direction: column;
gap: 10px;
}
.control-button {
padding: 12px;
border: none;
border-radius: 8px;
background: linear-gradient(45deg, #667eea, #764ba2);
color: white;
cursor: pointer;
font-size: 14px;
transition: all 0.3s ease;
display: flex;
align-items: center;
justify-content: center;
gap: 8px;
}
.control-button:hover {
transform: translateY(-2px);
box-shadow: 0 5px 15px rgba(0, 0, 0, 0.3);
}
.performance-stats {
display: flex;
flex-direction: column;
gap: 8px;
}
.stat-item {
display: flex;
justify-content: space-between;
align-items: center;
padding: 6px 0;
font-size: 14px;
}
.stat-item span:first-child {
color: #ccc;
}
.stat-item span:last-child {
color: #00d9ff;
font-weight: bold;
}
.loading-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: linear-gradient(135deg, #1a2a6c, #b21f1f, #fdbb2d);
display: flex;
justify-content: center;
align-items: center;
z-index: 1000;
}
.wasm-loader {
text-align: center;
color: white;
position: relative;
}
.loader-cube {
width: 60px;
height: 60px;
margin: 0 auto 30px;
position: relative;
transform-style: preserve-3d;
animation: cubeRotate 3s infinite linear;
}
.loader-cube:before,
.loader-cube:after {
content: '';
position: absolute;
width: 100%;
height: 100%;
background: rgba(0, 217, 255, 0.6);
border: 2px solid #00d9ff;
}
.loader-cube:before {
transform: rotateX(90deg) translateZ(30px);
}
.loader-cube:after {
transform: rotateY(90deg) translateZ(30px);
}
.wasm-loader h3 {
margin-bottom: 20px;
color: white;
font-size: 20px;
}
.loading-progress {
width: 300px;
margin: 0 auto;
}
.progress-bar {
width: 100%;
height: 6px;
background: rgba(255, 255, 255, 0.2);
border-radius: 3px;
overflow: hidden;
margin-bottom: 10px;
}
.progress-fill {
height: 100%;
background: linear-gradient(90deg, #00d9ff, #0088ff);
border-radius: 3px;
transition: width 0.3s ease;
}
.progress-text {
color: #00d9ff;
font-size: 14px;
}
@keyframes cubeRotate {
0% { transform: rotateX(0) rotateY(0); }
100% { transform: rotateX(360deg) rotateY(360deg); }
}
/* 响应式设计 */
@media (max-width: 768px) {
.physics-controls {
width: 280px;
right: 10px;
top: 10px;
padding: 15px;
}
}
</style>
编译与优化指南
Emscripten编译命令
bash
# 安装Emscripten
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install latest
./emsdk activate latest
source ./emsdk_env.sh
# 编译C++物理引擎为WASM
emcc \
PhysicsEngine.cpp \
PhysicsBindings.cpp \
-o physics_engine.js \
-O3 \
-s WASM=1 \
-s MODULARIZE=1 \
-s EXPORT_ES6=1 \
-s USE_ES6_IMPORT_META=0 \
-s ALLOW_MEMORY_GROWTH=1 \
-s ASSERTIONS=0 \
-s ENVIRONMENT=web \
-s EXPORTED_RUNTIME_METHODS='["ccall","cwrap"]' \
--bind \
--no-entry
性能优化策略
-
内存管理优化
- 使用
ALLOW_MEMORY_GROWTH允许内存动态增长 - 避免频繁的JS-WASM内存拷贝
- 重用内存缓冲区
- 使用
-
多线程支持
- 使用Web Workers进行并行计算
- 分离物理计算和渲染线程
- 共享内存减少数据传输
-
SIMD加速
- 启用SIMD指令集优化向量计算
- 批量处理物理数据
- 优化数据对齐
通过WebAssembly与C++物理引擎的结合,我们可以实现接近原生性能的复杂物理模拟,为Three.js应用提供强大的计算能力支撑。
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