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Draw fewer fishbones to improve Path gizmo readability and performance

This affects both Path2D and Path3D.
This commit is contained in:
Hugo Locurcio
2025-01-09 16:08:29 +01:00
parent 0e3a5eda86
commit 13a1391e73
3 changed files with 25 additions and 18 deletions

View File

@@ -340,16 +340,19 @@ void Path3DGizmo::redraw() {
// Path3D as a ribbon.
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;
if (i % 4 == 0) {
// Draw fish bone every 4 points to reduce visual noise and performance impact
// (compared to drawing it for every point).
const Vector3 p_left = p1 + (side + forward - up * 0.3) * 0.06;
const Vector3 p_right = p1 + (-side + forward - up * 0.3) * 0.06;
const int bone_idx = i * 4;
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;
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);