Optimize Path3DGizmo mesh generation

This commit is contained in:
BlueCube3310 2023-10-21 19:03:57 +02:00
parent f71f4b80e3
commit 67a3ef6aca

View file

@ -303,9 +303,19 @@ void Path3DGizmo::redraw() {
}
const Transform3D *r = frames.ptr();
Vector<Vector3> _collision_segments;
_collision_segments.resize((sample_count - 1) * 2);
Vector3 *_collisions_ptr = _collision_segments.ptrw();
Vector<Vector3> bones;
bones.resize(sample_count * 4);
Vector3 *bones_ptr = bones.ptrw();
Vector<Vector3> ribbon;
ribbon.resize(sample_count);
Vector3 *ribbon_ptr = ribbon.ptrw();
for (int i = 0; i < sample_count; i++) {
const Vector3 p1 = r[i].origin;
const Vector3 side = r[i].basis.get_column(0);
@ -313,23 +323,25 @@ void Path3DGizmo::redraw() {
const Vector3 forward = r[i].basis.get_column(2);
// Collision segments.
if (i != sample_count) {
if (i != sample_count - 1) {
const Vector3 p2 = r[i + 1].origin;
_collision_segments.push_back(p1);
_collision_segments.push_back(p2);
_collisions_ptr[(i * 2)] = p1;
_collisions_ptr[(i * 2) + 1] = p2;
}
// Path3D as a ribbon.
ribbon.push_back(p1);
ribbon_ptr[i] = p1;
// Fish Bone.
const Vector3 p_left = p1 + (side + forward - up * 0.3) * 0.06;
const Vector3 p_right = p1 + (-side + forward - up * 0.3) * 0.06;
bones.push_back(p1);
bones.push_back(p_left);
bones.push_back(p1);
bones.push_back(p_right);
const int bone_idx = i * 4;
bones_ptr[bone_idx] = p1;
bones_ptr[bone_idx + 1] = p_left;
bones_ptr[bone_idx + 2] = p1;
bones_ptr[bone_idx + 3] = p_right;
}
add_collision_segments(_collision_segments);