diff --git a/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.cpp b/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.cpp index e54f429b8d3..251fb6892e1 100644 --- a/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.cpp +++ b/editor/plugins/gizmos/mesh_instance_3d_gizmo_plugin.cpp @@ -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 tm = m->generate_triangle_mesh(); + Ref tm; + + Ref 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 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); }