Fix SceneImportSettings perf issues

This commit is contained in:
Henrique Coura 2023-01-19 16:34:05 -03:00
parent 88cbd5d422
commit b95219ef0f
2 changed files with 16 additions and 3 deletions

View File

@ -64,6 +64,11 @@ class SceneImportSettingsData : public Object {
current[p_name] = p_value; current[p_name] = p_value;
// SceneImportSettings must decide if a new collider should be generated or not
if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE) {
SceneImportSettings::get_singleton()->request_generate_collider();
}
if (SceneImportSettings::get_singleton()->is_editing_animation()) { if (SceneImportSettings::get_singleton()->is_editing_animation()) {
if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) { if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) {
if (ResourceImporterScene::get_animation_singleton()->get_option_visibility(path, p_name, current)) { if (ResourceImporterScene::get_animation_singleton()->get_option_visibility(path, p_name, current)) {
@ -420,9 +425,9 @@ void SceneImportSettings::_update_view_gizmos() {
return; return;
} }
for (const KeyValue<String, NodeData> &e : node_map) { for (const KeyValue<String, NodeData> &e : node_map) {
bool generate_collider = false; bool show_collider_view = false;
if (e.value.settings.has(SNAME("generate/physics"))) { if (e.value.settings.has(SNAME("generate/physics"))) {
generate_collider = e.value.settings[SNAME("generate/physics")]; show_collider_view = e.value.settings[SNAME("generate/physics")];
} }
MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(e.value.node); MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(e.value.node);
@ -436,7 +441,7 @@ void SceneImportSettings::_update_view_gizmos() {
CRASH_COND_MSG(descendants.is_empty(), "This is unreachable, since the collider view is always created even when the collision is not used! If this is triggered there is a bug on the function `_fill_scene`."); CRASH_COND_MSG(descendants.is_empty(), "This is unreachable, since the collider view is always created even when the collision is not used! If this is triggered there is a bug on the function `_fill_scene`.");
MeshInstance3D *collider_view = static_cast<MeshInstance3D *>(descendants[0].operator Object *()); MeshInstance3D *collider_view = static_cast<MeshInstance3D *>(descendants[0].operator Object *());
collider_view->set_visible(generate_collider); collider_view->set_visible(show_collider_view);
if (generate_collider) { if (generate_collider) {
// This collider_view doesn't have a mesh so we need to generate a new one. // This collider_view doesn't have a mesh so we need to generate a new one.
@ -466,6 +471,8 @@ void SceneImportSettings::_update_view_gizmos() {
collider_view->set_transform(transform); collider_view->set_transform(transform);
} }
} }
generate_collider = false;
} }
void SceneImportSettings::_update_camera() { void SceneImportSettings::_update_camera() {
@ -530,6 +537,10 @@ void SceneImportSettings::_load_default_subresource_settings(HashMap<StringName,
} }
} }
void SceneImportSettings::request_generate_collider() {
generate_collider = true;
}
void SceneImportSettings::update_view() { void SceneImportSettings::update_view() {
update_view_timer->start(); update_view_timer->start();
} }

View File

@ -191,6 +191,7 @@ class SceneImportSettings : public ConfirmationDialog {
void _load_default_subresource_settings(HashMap<StringName, Variant> &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category); void _load_default_subresource_settings(HashMap<StringName, Variant> &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category);
bool editing_animation = false; bool editing_animation = false;
bool generate_collider = false;
Timer *update_view_timer = nullptr; Timer *update_view_timer = nullptr;
@ -199,6 +200,7 @@ protected:
public: public:
bool is_editing_animation() const { return editing_animation; } bool is_editing_animation() const { return editing_animation; }
void request_generate_collider();
void update_view(); void update_view();
void open_settings(const String &p_path, bool p_for_animation = false); void open_settings(const String &p_path, bool p_for_animation = false);
static SceneImportSettings *get_singleton(); static SceneImportSettings *get_singleton();