perf(graphics-3d): worldToScreen and the render getter allocate on every call

未关闭
#506 0 条评论 0 个 reaction 已指派 0 人 在 GitHub 查看

维护者通常 1 天内回复

还没有人认领这个 Issue。

评估

难度
3/5
预计耗时
1-2 天
新手友好度
68/100
Issue 类型
重构
描述清晰度
描述清楚
活跃度
活跃
技术栈
typescript

调研方向

Start with modules/graphics-3d/src/graphics-3d.library.ts at the two cited locations, then read nearby callers to check how worldToScreen results and the render getter are used. The issue proposes a scratch Vector3, a cached default render closure, and an optional output parameter. Confirm the intended API behavior with existing tests or callers, then verify repeated calls avoid the reported allocations and layout reads while preserving results.

由索引模型根据 Issue 内容生成。

描述

enhancement modules:graphics-3d
Which package or utils is this feature request for?

graphics-3d

Feature

Each worldToScreen call clones a Vector3, returns a new object and calls getBoundingClientRect(), which can force a layout. The render getter returns a new closure on each access. This matters when called per frame for many entities (HUD labels).

Where:

Evidence:

return this._customRender ?? (() => this._drawDefault());
const ndc = point.clone().project(this.camera);
Ideal solution or implementation

Use a scratch Vector3, cache the default render closure, and take an optional out parameter.

Alternative solutions or implementations

No response

Other context

Found during a code audit of main at be72076.

主要语言
TypeScript
星标
7
派生
2
平均合并
1 天 17 小时
30 天内合并 PR
17

环境准备

从这里开始

  1. 先读完整个 Issue,再读项目的贡献指南。
  2. 在 Issue 下留言说明你要接手 —— 这能避免两个人做同样的事。
  3. Fork 仓库,在一个分支上完成修改。
  4. 提交 Pull Request,并在描述里引用这个 Issue 编号。

NanoForge-dev/Engine 的其他 Issue

查看 NanoForge-dev/Engine 的全部 Issue

相似的 Issue

更多 TypeScript Issue

把新 issue 发到你的邮箱

精选适合新手参与的 GitHub issue 摘要。