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