Merge pull request #96934 from smix8/planemesh_gizmo

Fix `MeshInstance3D` gizmo redraw performance for `PlaneMesh` with larger subdiv value
This commit is contained in:
Rémi Verschelde 2024-09-13 11:22:08 +02:00
commit d5d6c730bf
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@ -33,6 +33,7 @@
#include "editor/plugins/node_3d_editor_plugin.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/soft_body_3d.h"
#include "scene/resources/3d/primitive_meshes.h"
MeshInstance3DGizmoPlugin::MeshInstance3DGizmoPlugin() {
}
@ -64,7 +65,22 @@ void MeshInstance3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
return; //none
}
Ref<TriangleMesh> tm = m->generate_triangle_mesh();
Ref<TriangleMesh> tm;
Ref<PlaneMesh> plane_mesh = mesh->get_mesh();
if (plane_mesh.is_valid() && (plane_mesh->get_subdivide_depth() > 0 || plane_mesh->get_subdivide_width() > 0)) {
// PlaneMesh subdiv makes gizmo redraw very slow due to TriangleMesh BVH calculation for every face.
// For gizmo collision this is very much unnecessary since a PlaneMesh is always flat, 2 faces is enough.
Ref<PlaneMesh> simple_plane_mesh;
simple_plane_mesh.instantiate();
simple_plane_mesh->set_orientation(plane_mesh->get_orientation());
simple_plane_mesh->set_size(plane_mesh->get_size());
simple_plane_mesh->set_center_offset(plane_mesh->get_center_offset());
tm = simple_plane_mesh->generate_triangle_mesh();
} else {
tm = m->generate_triangle_mesh();
}
if (tm.is_valid()) {
p_gizmo->add_collision_triangles(tm);
}