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Merge pull request #101350 from Calinou/path-draw-fewer-fish-bones
Draw fewer fishbones to improve Path gizmo readability and performance
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@@ -340,16 +340,19 @@ void Path3DGizmo::redraw() {
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// Path3D as a ribbon.
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// Path3D as a ribbon.
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ribbon_ptr[i] = p1;
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ribbon_ptr[i] = p1;
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// Fish Bone.
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if (i % 4 == 0) {
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const Vector3 p_left = p1 + (side + forward - up * 0.3) * 0.06;
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// Draw fish bone every 4 points to reduce visual noise and performance impact
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const Vector3 p_right = p1 + (-side + forward - up * 0.3) * 0.06;
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// (compared to drawing it for every point).
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const Vector3 p_left = p1 + (side + forward - up * 0.3) * 0.06;
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const Vector3 p_right = p1 + (-side + forward - up * 0.3) * 0.06;
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const int bone_idx = i * 4;
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const int bone_idx = i * 4;
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bones_ptr[bone_idx] = p1;
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bones_ptr[bone_idx] = p1;
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bones_ptr[bone_idx + 1] = p_left;
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bones_ptr[bone_idx + 1] = p_left;
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bones_ptr[bone_idx + 2] = p1;
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bones_ptr[bone_idx + 2] = p1;
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bones_ptr[bone_idx + 3] = p_right;
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bones_ptr[bone_idx + 3] = p_right;
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}
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}
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}
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add_collision_segments(_collision_segments);
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add_collision_segments(_collision_segments);
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@@ -138,13 +138,14 @@ void Path2D::_notification(int p_what) {
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draw_polyline(v2p, get_tree()->get_debug_paths_color(), line_width, false);
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draw_polyline(v2p, get_tree()->get_debug_paths_color(), line_width, false);
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}
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}
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// Draw fish bones
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// Draw fish bone every 4 points to reduce visual noise and performance impact
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// (compared to drawing it for every point).
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{
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{
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PackedVector2Array v2p;
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PackedVector2Array v2p;
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v2p.resize(3);
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v2p.resize(3);
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Vector2 *w = v2p.ptrw();
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Vector2 *w = v2p.ptrw();
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for (int i = 0; i < sample_count; i++) {
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for (int i = 0; i < sample_count; i += 4) {
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const Vector2 p = r[i].get_origin();
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const Vector2 p = r[i].get_origin();
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const Vector2 side = r[i].columns[1];
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const Vector2 side = r[i].columns[1];
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const Vector2 forward = r[i].columns[0];
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const Vector2 forward = r[i].columns[0];
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@@ -131,16 +131,19 @@ void Path3D::_update_debug_mesh() {
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// Path3D as a ribbon.
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// Path3D as a ribbon.
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ribbon_ptr[i] = p1;
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ribbon_ptr[i] = p1;
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// Fish Bone.
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if (i % 4 == 0) {
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const Vector3 p_left = p1 + (side + forward - up * 0.3) * 0.06;
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// Draw fish bone every 4 points to reduce visual noise and performance impact
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const Vector3 p_right = p1 + (-side + forward - up * 0.3) * 0.06;
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// (compared to drawing it for every point).
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const Vector3 p_left = p1 + (side + forward - up * 0.3) * 0.06;
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const Vector3 p_right = p1 + (-side + forward - up * 0.3) * 0.06;
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const int bone_idx = i * 4;
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const int bone_idx = i * 4;
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bones_ptr[bone_idx] = p1;
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bones_ptr[bone_idx] = p1;
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bones_ptr[bone_idx + 1] = p_left;
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bones_ptr[bone_idx + 1] = p_left;
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bones_ptr[bone_idx + 2] = p1;
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bones_ptr[bone_idx + 2] = p1;
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bones_ptr[bone_idx + 3] = p_right;
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bones_ptr[bone_idx + 3] = p_right;
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}
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}
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}
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Array ribbon_array;
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Array ribbon_array;
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