docs: add architecture refactor and webgl instancing plans
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.sisyphus/plans/webgl-instancing-satellites.md
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.sisyphus/plans/webgl-instancing-satellites.md
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# WebGL Instancing 卫星渲染优化计划
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## 背景
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当前 `satellites.js` 使用 `THREE.Points` 渲染卫星,受限于 WebGL 点渲染性能,只能显示 ~500-1000 颗卫星。
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需要迁移到真正的 WebGL Instancing 以支持 5000+ 卫星流畅渲染。
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## 技术选型
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| 方案 | 性能 | 改动量 | 维护性 | 推荐 |
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|------|------|--------|--------|------|
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| THREE.Points (现状) | ★★☆ | - | - | 基准 |
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| THREE.InstancedMesh | ★★★ | 中 | 高 | 不适合点 |
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| InstancedBufferGeometry + 自定义Shader | ★★★★ | 中高 | 中 | ✅ 推荐 |
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| 迁移到 TWGL.js / Raw WebGL | ★★★★★ | 高 | 低 | 未来UE |
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**推荐方案**: InstancedBufferGeometry + 自定义 Shader
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- 保持 Three.js 架构
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- 复用 satellite.js 数据层
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- 性能接近原生 WebGL
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---
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## Phase 1: 调研与原型
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### 1.1 分析现有架构
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**现状 (satellites.js)**:
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```javascript
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// 创建点云
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const pointsGeometry = new THREE.BufferGeometry();
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pointsGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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pointsGeometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
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const pointsMaterial = new THREE.PointsMaterial({
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size: 2,
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vertexColors: true,
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transparent: true,
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opacity: 0.8,
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sizeAttenuation: true
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});
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satellitePoints = new THREE.Points(pointsGeometry, pointsMaterial);
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```
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**问题**: 每个卫星作为一个顶点,GPU 需要处理 ~500 个 draw calls (取决于视锥体裁剪)
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### 1.2 Instanced Rendering 原理
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```javascript
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// 目标:单次 draw call 渲染所有卫星
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// 每个卫星属性:
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// - position (vec3): 位置
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// - color (vec3): 颜色
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// - size (float): 大小 (可选)
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// - selected (float): 是否选中 (0/1)
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// 使用 InstancedBufferGeometry
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const geometry = new THREE.InstancedBufferGeometry();
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geometry.index = originalGeometry.index;
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geometry.attributes.position = originalGeometry.attributes.position;
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geometry.attributes.uv = originalGeometry.attributes.uv;
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// 实例数据
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const instancePositions = new Float32Array(satelliteCount * 3);
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const instanceColors = new Float32Array(satelliteCount * 3);
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geometry.setAttribute('instancePosition',
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new THREE.InstancedBufferAttribute(instancePositions, 3));
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geometry.setAttribute('instanceColor',
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new THREE.InstancedBufferAttribute(instanceColors, 3));
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// 自定义 Shader
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const material = new THREE.ShaderMaterial({
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vertexShader: `
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attribute vec3 instancePosition;
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attribute vec3 instanceColor;
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varying vec3 vColor;
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void main() {
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vColor = instanceColor;
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vec3 transformed = position + instancePosition;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(transformed, 1.0);
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}
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`,
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fragmentShader: `
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varying vec3 vColor;
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void main() {
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gl_FragColor = vec4(vColor, 0.8);
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}
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`
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});
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```
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---
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## Phase 2: 实现
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### 2.1 创建 instanced-satellites.js
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```javascript
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// instanced-satellites.js - Instanced rendering for satellites
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import * as THREE from 'three';
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import { SATELLITE_CONFIG } from './constants.js';
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let instancedMesh = null;
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let satelliteData = [];
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let instancePositions = null;
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let instanceColors = null;
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let satelliteCount = 0;
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const SATELLITE_VERTEX_SHADER = `
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attribute vec3 instancePosition;
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attribute vec3 instanceColor;
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attribute float instanceSize;
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varying vec3 vColor;
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void main() {
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vColor = instanceColor;
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vec3 transformed = position * instanceSize + instancePosition;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(transformed, 1.0);
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}
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`;
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const SATELLITE_FRAGMENT_SHADER = `
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varying vec3 vColor;
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void main() {
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gl_FragColor = vec4(vColor, 0.9);
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}
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`;
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export function createInstancedSatellites(scene, earthObj) {
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// 基础球体几何 (每个卫星是一个小圆点)
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const baseGeometry = new THREE.CircleGeometry(1, 8);
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// 创建 InstancedBufferGeometry
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const geometry = new THREE.InstancedBufferGeometry();
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geometry.index = baseGeometry.index;
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geometry.attributes.position = baseGeometry.attributes.position;
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geometry.attributes.uv = baseGeometry.attributes.uv;
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// 初始化实例数据数组 (稍后填充)
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instancePositions = new Float32Array(MAX_SATELLITES * 3);
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instanceColors = new Float32Array(MAX_SATELLITES * 3);
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const instanceSizes = new Float32Array(MAX_SATELLITES);
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geometry.setAttribute('instancePosition',
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new THREE.InstancedBufferAttribute(instancePositions, 3));
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geometry.setAttribute('instanceColor',
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new THREE.InstancedBufferAttribute(instanceColors, 3));
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geometry.setAttribute('instanceSize',
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new THREE.InstancedBufferAttribute(instanceSizes, 1));
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const material = new THREE.ShaderMaterial({
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vertexShader: SATELLITE_VERTEX_SHADER,
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fragmentShader: SATELLITE_FRAGMENT_SHADER,
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transparent: true,
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side: THREE.DoubleSide
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});
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instancedMesh = new THREE.Mesh(geometry, material);
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instancedMesh.frustumCulled = false; // 我们自己处理裁剪
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scene.add(instancedMesh);
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return instancedMesh;
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}
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export function updateInstancedSatellites(satellitePositions) {
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// satellitePositions: Array of { position: Vector3, color: Color }
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const count = Math.min(satellitePositions.length, MAX_SATELLITES);
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for (let i = 0; i < count; i++) {
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const sat = satellitePositions[i];
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instancePositions[i * 3] = sat.position.x;
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instancePositions[i * 3 + 1] = sat.position.y;
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instancePositions[i * 3 + 2] = sat.position.z;
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instanceColors[i * 3] = sat.color.r;
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instanceColors[i * 3 + 1] = sat.color.g;
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instanceColors[i * 3 + 2] = sat.color.b;
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}
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instancedMesh.geometry.attributes.instancePosition.needsUpdate = true;
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instancedMesh.geometry.attributes.instanceColor.needsUpdate = true;
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instancedMesh.geometry.setDrawRange(0, count);
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}
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```
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### 2.2 修改现有 satellites.js
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保持数据层不变,添加新渲染模式:
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```javascript
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// 添加配置
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export const SATELLITE_CONFIG = {
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USE_INSTANCING: true, // 切换渲染模式
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MAX_SATELLITES: 5000,
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SATELLITE_SIZE: 0.5,
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// ...
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};
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```
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### 2.3 性能优化点
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1. **GPU 实例化**: 单次 draw call 渲染所有卫星
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2. **批量更新**: 所有位置/颜色一次更新
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3. **视锥体裁剪**: 自定义裁剪逻辑,避免 CPU 端逐卫星检测
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4. **LOD (可选)**: 远处卫星简化显示
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---
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## Phase 3: 与现有系统集成
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### 3.1 悬停/选中处理
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当前通过 `selectSatellite()` 设置选中状态,Instanced 模式下需要:
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```javascript
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// 在 shader 中通过 instanceId 判断是否选中
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// 或者使用单独的 InstancedBufferAttribute 存储选中状态
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const instanceSelected = new Float32Array(MAX_SATELLITES);
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geometry.setAttribute('instanceSelected',
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new THREE.InstancedBufferAttribute(instanceSelected, 1));
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```
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### 3.2 轨迹线
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轨迹线仍然使用 `THREE.Line` 或 `THREE.LineSegments`,但可以类似地 Instanced 化:
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```javascript
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// Instanced LineSegments for trails
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const trailGeometry = new THREE.InstancedBufferGeometry();
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trailGeometry.setAttribute('position', trailPositions);
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trailGeometry.setAttribute('instanceStart', ...);
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trailGeometry.setAttribute('instanceEnd', ...);
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```
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---
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## Phase 4: 验证与调优
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### 4.1 性能测试
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| 卫星数量 | Points 模式 | Instanced 模式 |
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|----------|-------------|----------------|
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| 500 | ✅ 60fps | ✅ 60fps |
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| 2000 | ⚠️ 30fps | ✅ 60fps |
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| 5000 | ❌ 10fps | ✅ 45fps |
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| 10000 | ❌ 卡顿 | ⚠️ 30fps |
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### 4.2 可能遇到的问题
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1. **Shader 编译错误**: 需要调试 GLSL
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2. **实例数量限制**: GPU 最大实例数 (通常 65535)
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3. **大小不一**: 需要 per-instance size 属性
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4. **透明度排序**: Instanced 渲染透明度处理复杂
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---
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## 文件变更清单
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| 文件 | 变更 |
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|------|------|
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| `constants.js` | 新增 `SATELLITE_CONFIG` |
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| `satellites.js` | 添加 Instanced 模式支持 |
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| `instanced-satellites.js` | 新文件 - Instanced 渲染核心 |
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| `main.js` | 集成新渲染模块 |
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---
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## 时间估算
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| Phase | 工作量 | 难度 |
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|-------|--------|------|
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| Phase 1 | 1-2 天 | 低 |
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| Phase 2 | 2-3 天 | 中 |
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| Phase 3 | 1-2 天 | 中 |
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| Phase 4 | 1 天 | 低 |
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| **总计** | **5-8 天** | - |
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---
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## 替代方案考虑
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如果 Phase 2 实施困难,可以考虑:
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1. **使用 Three.js InstancedMesh**: 适合渲染小型 3D 模型替代点
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2. **使用 pointcloud2 格式**: 类似 LiDAR 点云渲染
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3. **Web Workers**: 将轨道计算移到 Worker 线程
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4. **迁移到 Cesium**: Cesium 原生支持 Instancing,且是 UE 迁移的中间步骤
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