Merge pull request #93727 from zeux/raycast-opt

Disable normal raycaster for LOD generation by default
This commit is contained in:
Rémi Verschelde 2024-08-16 10:34:03 +02:00
commit e58a7530aa
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GPG Key ID: C3336907360768E1
3 changed files with 31 additions and 12 deletions

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@ -2013,6 +2013,7 @@ void ResourceImporterScene::get_internal_import_options(InternalImportCategory p
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "generate/lods", PROPERTY_HINT_ENUM, "Default,Enable,Disable"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "lods/normal_split_angle", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), 25.0f));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "lods/normal_merge_angle", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), 60.0f));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "lods/raycast_normals", PROPERTY_HINT_NONE, ""), false));
} break;
case INTERNAL_IMPORT_CATEGORY_MATERIAL: {
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "use_external/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), false));
@ -2440,6 +2441,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
bool generate_lods = p_generate_lods;
float split_angle = 25.0f;
float merge_angle = 60.0f;
bool raycast_normals = false;
bool create_shadow_meshes = p_create_shadow_meshes;
bool bake_lightmaps = p_light_bake_mode == LIGHT_BAKE_STATIC_LIGHTMAPS;
String save_to_file;
@ -2494,6 +2496,10 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
merge_angle = mesh_settings["lods/normal_merge_angle"];
}
if (mesh_settings.has("lods/raycast_normals")) {
raycast_normals = mesh_settings["lods/raycast_normals"];
}
if (bool(mesh_settings.get("save_to_file/enabled", false))) {
save_to_file = mesh_settings.get("save_to_file/path", String());
if (!save_to_file.is_resource_file()) {
@ -2540,7 +2546,7 @@ Node *ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_
if (generate_lods) {
Array skin_pose_transform_array = _get_skinned_pose_transforms(src_mesh_node);
src_mesh_node->get_mesh()->generate_lods(merge_angle, split_angle, skin_pose_transform_array);
src_mesh_node->get_mesh()->generate_lods(merge_angle, split_angle, skin_pose_transform_array, raycast_normals);
}
if (create_shadow_meshes) {

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@ -269,7 +269,7 @@ void ImporterMesh::set_surface_material(int p_surface, const Ref<Material> &p_ma
} \
write_array[vert_idx] = transformed_vert;
void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_bone_transform_array) {
void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_bone_transform_array, bool p_raycast_normals) {
if (!SurfaceTool::simplify_scale_func) {
return;
}
@ -432,6 +432,7 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
unsigned int index_target = 12; // Start with the smallest target, 4 triangles
unsigned int last_index_count = 0;
// Only used for normal raycasting
int split_vertex_count = vertex_count;
LocalVector<Vector3> split_vertex_normals;
LocalVector<int> split_vertex_indices;
@ -441,7 +442,7 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
RandomPCG pcg;
pcg.seed(123456789); // Keep seed constant across imports
Ref<StaticRaycaster> raycaster = StaticRaycaster::create();
Ref<StaticRaycaster> raycaster = p_raycast_normals ? StaticRaycaster::create() : Ref<StaticRaycaster>();
if (raycaster.is_valid()) {
raycaster->add_mesh(vertices, indices, 0);
raycaster->commit();
@ -488,19 +489,22 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
}
new_indices.resize(new_index_count);
LocalVector<LocalVector<int>> vertex_corners;
vertex_corners.resize(vertex_count);
{
int *ptrw = new_indices.ptrw();
for (unsigned int j = 0; j < new_index_count; j++) {
const int &remapped = vertex_inverse_remap[ptrw[j]];
vertex_corners[remapped].push_back(j);
ptrw[j] = remapped;
ptrw[j] = vertex_inverse_remap[ptrw[j]];
}
}
if (raycaster.is_valid()) {
LocalVector<LocalVector<int>> vertex_corners;
vertex_corners.resize(vertex_count);
int *ptrw = new_indices.ptrw();
for (unsigned int j = 0; j < new_index_count; j++) {
vertex_corners[ptrw[j]].push_back(j);
}
float error_factor = 1.0f / (scale * MAX(mesh_error, 0.15));
const float ray_bias = 0.05;
float ray_length = ray_bias + mesh_error * scale * 3.0f;
@ -671,7 +675,10 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
}
}
surfaces.write[i].split_normals(split_vertex_indices, split_vertex_normals);
if (raycaster.is_valid()) {
surfaces.write[i].split_normals(split_vertex_indices, split_vertex_normals);
}
surfaces.write[i].lods.sort_custom<Surface::LODComparator>();
for (int j = 0; j < surfaces.write[i].lods.size(); j++) {
@ -682,6 +689,10 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
}
}
void ImporterMesh::_generate_lods_bind(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array) {
generate_lods(p_normal_merge_angle, p_normal_split_angle, p_skin_pose_transform_array);
}
bool ImporterMesh::has_mesh() const {
return mesh.is_valid();
}
@ -1367,7 +1378,7 @@ void ImporterMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_surface_name", "surface_idx", "name"), &ImporterMesh::set_surface_name);
ClassDB::bind_method(D_METHOD("set_surface_material", "surface_idx", "material"), &ImporterMesh::set_surface_material);
ClassDB::bind_method(D_METHOD("generate_lods", "normal_merge_angle", "normal_split_angle", "bone_transform_array"), &ImporterMesh::generate_lods);
ClassDB::bind_method(D_METHOD("generate_lods", "normal_merge_angle", "normal_split_angle", "bone_transform_array"), &ImporterMesh::_generate_lods_bind);
ClassDB::bind_method(D_METHOD("get_mesh", "base_mesh"), &ImporterMesh::get_mesh, DEFVAL(Ref<ArrayMesh>()));
ClassDB::bind_method(D_METHOD("clear"), &ImporterMesh::clear);

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@ -86,6 +86,8 @@ protected:
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
void _generate_lods_bind(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array);
static void _bind_methods();
public:
@ -112,7 +114,7 @@ public:
void set_surface_material(int p_surface, const Ref<Material> &p_material);
void generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array);
void generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array, bool p_raycast_normals = false);
void create_shadow_mesh();
Ref<ImporterMesh> get_shadow_mesh() const;