Merge pull request #88045 from Malcolmnixon/optimize-collider-regeneration
Optimize when colliders are regenerated for imported meshes
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commit
5c1b926610
1 changed files with 16 additions and 10 deletions
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@ -443,24 +443,27 @@ void SceneImportSettingsDialog::_update_view_gizmos() {
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return;
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}
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for (const KeyValue<String, NodeData> &e : node_map) {
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// Skip import nodes that aren't MeshInstance3D.
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const MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(e.value.node);
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if (mesh_node == nullptr || mesh_node->get_mesh().is_null()) {
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continue;
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}
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// Determine if the mesh collider should be visible.
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bool show_collider_view = false;
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if (e.value.settings.has(SNAME("generate/physics"))) {
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show_collider_view = e.value.settings[SNAME("generate/physics")];
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}
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MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(e.value.node);
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if (mesh_node == nullptr || mesh_node->get_mesh().is_null()) {
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// Nothing to do.
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continue;
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}
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// Get the collider_view MeshInstance3D.
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TypedArray<Node> descendants = mesh_node->find_children("collider_view", "MeshInstance3D");
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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`.");
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MeshInstance3D *collider_view = Object::cast_to<MeshInstance3D>(descendants[0].operator Object *());
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MeshInstance3D *collider_view = static_cast<MeshInstance3D *>(descendants[0].operator Object *());
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collider_view->set_visible(show_collider_view);
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if (generate_collider) {
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// Regenerate the physics collider for this MeshInstance3D if either:
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// - A regeneration is requested for the selected import node.
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// - The collider is being made visible.
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if ((generate_collider && e.key == selected_id) || (show_collider_view && !collider_view->is_visible())) {
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// This collider_view doesn't have a mesh so we need to generate a new one.
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Ref<ImporterMesh> mesh;
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mesh.instantiate();
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@ -524,6 +527,9 @@ void SceneImportSettingsDialog::_update_view_gizmos() {
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collider_view->set_mesh(collider_view_mesh);
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collider_view->set_transform(transform);
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}
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// Set the collider visibility.
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collider_view->set_visible(show_collider_view);
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}
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generate_collider = false;
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