Optimize when colliders are regenerated for imported meshes to prevent unnecessary recalcuation.

This commit is contained in:
Malcolm Nixon 2024-02-06 22:08:41 -05:00
parent d3352813ea
commit 39e28da040

View File

@ -430,24 +430,27 @@ void SceneImportSettingsDialog::_update_view_gizmos() {
return;
}
for (const KeyValue<String, NodeData> &e : node_map) {
// Skip import nodes that aren't MeshInstance3D.
const MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(e.value.node);
if (mesh_node == nullptr || mesh_node->get_mesh().is_null()) {
continue;
}
// Determine if the mesh collider should be visible.
bool show_collider_view = false;
if (e.value.settings.has(SNAME("generate/physics"))) {
show_collider_view = e.value.settings[SNAME("generate/physics")];
}
MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(e.value.node);
if (mesh_node == nullptr || mesh_node->get_mesh().is_null()) {
// Nothing to do.
continue;
}
// Get the collider_view MeshInstance3D.
TypedArray<Node> descendants = mesh_node->find_children("collider_view", "MeshInstance3D");
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 = Object::cast_to<MeshInstance3D>(descendants[0].operator Object *());
MeshInstance3D *collider_view = static_cast<MeshInstance3D *>(descendants[0].operator Object *());
collider_view->set_visible(show_collider_view);
if (generate_collider) {
// Regenerate the physics collider for this MeshInstance3D if either:
// - A regeneration is requested for the selected import node.
// - The collider is being made visible.
if ((generate_collider && e.key == selected_id) || (show_collider_view && !collider_view->is_visible())) {
// This collider_view doesn't have a mesh so we need to generate a new one.
Ref<ImporterMesh> mesh;
mesh.instantiate();
@ -511,6 +514,9 @@ void SceneImportSettingsDialog::_update_view_gizmos() {
collider_view->set_mesh(collider_view_mesh);
collider_view->set_transform(transform);
}
// Set the collider visibility.
collider_view->set_visible(show_collider_view);
}
generate_collider = false;