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[v3.8.6] Optimize code size in trail.ts #18217

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Jan 21, 2025
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49 changes: 27 additions & 22 deletions cocos/particle/renderer/trail.ts
Original file line number Diff line number Diff line change
Expand Up @@ -593,12 +593,16 @@ export default class TrailModule {
if (trailNum === 1 || trailNum === 2) {
const lastSecondTrail = trailSeg.getElement(trailSeg.end - 1)!;
Vec3.subtract(lastSecondTrail.velocity, _temp_trailEle.position, lastSecondTrail.position);
this._vbF32![this.vbOffset - this._vertSize / 4 - 4] = lastSecondTrail.velocity.x;
this._vbF32![this.vbOffset - this._vertSize / 4 - 3] = lastSecondTrail.velocity.y;
this._vbF32![this.vbOffset - this._vertSize / 4 - 2] = lastSecondTrail.velocity.z;
this._vbF32![this.vbOffset - 4] = lastSecondTrail.velocity.x;
this._vbF32![this.vbOffset - 3] = lastSecondTrail.velocity.y;
this._vbF32![this.vbOffset - 2] = lastSecondTrail.velocity.z;
const vbF32 = this._vbF32!;
const vbOffset = this.vbOffset;
const vertSizeDiv4 = this._vertSize / 4;
const lastSecondTrailVelocity = lastSecondTrail.velocity;
vbF32[vbOffset - vertSizeDiv4 - 4] = lastSecondTrailVelocity.x;
vbF32[vbOffset - vertSizeDiv4 - 3] = lastSecondTrailVelocity.y;
vbF32[vbOffset - vertSizeDiv4 - 2] = lastSecondTrailVelocity.z;
vbF32[vbOffset - 4] = lastSecondTrailVelocity.x;
vbF32[vbOffset - 3] = lastSecondTrailVelocity.y;
vbF32[vbOffset - 2] = lastSecondTrailVelocity.z;
Vec3.subtract(_temp_trailEle.velocity, _temp_trailEle.position, lastSecondTrail.position);
this._checkDirectionReverse(_temp_trailEle, lastSecondTrail);
} else if (trailNum > 2) {
Expand Down Expand Up @@ -670,37 +674,38 @@ export default class TrailModule {
}

private rebuild (): void {
const self = this;
const device: Device = director.root!.device;
const vertexBuffer = device.createBuffer(new BufferInfo(
BufferUsageBit.VERTEX | BufferUsageBit.TRANSFER_DST,
MemoryUsageBit.HOST | MemoryUsageBit.DEVICE,
this._vertSize * (this._trailNum + 1) * 2,
this._vertSize,
self._vertSize * (self._trailNum + 1) * 2,
self._vertSize,
));
const vBuffer: ArrayBuffer = new ArrayBuffer(this._vertSize * (this._trailNum + 1) * 2);
this._vbF32 = new Float32Array(vBuffer);
this._vbUint32 = new Uint32Array(vBuffer);
const vBuffer: ArrayBuffer = new ArrayBuffer(self._vertSize * (self._trailNum + 1) * 2);
self._vbF32 = new Float32Array(vBuffer);
self._vbUint32 = new Uint32Array(vBuffer);
vertexBuffer.update(vBuffer);

const indexBuffer = device.createBuffer(new BufferInfo(
BufferUsageBit.INDEX | BufferUsageBit.TRANSFER_DST,
MemoryUsageBit.HOST | MemoryUsageBit.DEVICE,
Math.max(1, this._trailNum) * 6 * Uint16Array.BYTES_PER_ELEMENT,
Math.max(1, self._trailNum) * 6 * Uint16Array.BYTES_PER_ELEMENT,
Uint16Array.BYTES_PER_ELEMENT,
));
this._iBuffer = new Uint16Array(Math.max(1, this._trailNum) * 6);
indexBuffer.update(this._iBuffer);
self._iBuffer = new Uint16Array(Math.max(1, self._trailNum) * 6);
indexBuffer.update(self._iBuffer);

this._iaVertCount = (this._trailNum + 1) * 2;
this._iaIndexCount = this._trailNum * 6;
self._iaVertCount = (self._trailNum + 1) * 2;
self._iaIndexCount = self._trailNum * 6;

this._subMeshData = new RenderingSubMesh([vertexBuffer], this._vertAttrs, PrimitiveMode.TRIANGLE_LIST, indexBuffer);
self._subMeshData = new RenderingSubMesh([vertexBuffer], self._vertAttrs, PrimitiveMode.TRIANGLE_LIST, indexBuffer);

const trailModel = this._trailModel;
if (trailModel && this._material) {
trailModel.node = trailModel.transform = this._particleSystem!.node;
trailModel.visFlags = this._particleSystem!.visibility;
trailModel.initSubModel(0, this._subMeshData, this._material);
const trailModel = self._trailModel;
if (trailModel && self._material) {
trailModel.node = trailModel.transform = self._particleSystem!.node;
trailModel.visFlags = self._particleSystem!.visibility;
trailModel.initSubModel(0, self._subMeshData, self._material);
trailModel.enabled = true;
}
}
Expand Down
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