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Merge pull request #103903 from kiroxas/improveCylinderGizmo
Improve cylinder gizmo performance
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@@ -530,50 +530,63 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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float radius = cs2->get_radius();
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float height = cs2->get_height();
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#define PUSH_QUARTER(from_x, from_y, to_x, to_y, y) \
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points_ptrw[index++] = Vector3(from_x, y, from_y); \
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points_ptrw[index++] = Vector3(to_x, y, to_y); \
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points_ptrw[index++] = Vector3(from_x, y, -from_y); \
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points_ptrw[index++] = Vector3(to_x, y, -to_y); \
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points_ptrw[index++] = Vector3(-from_x, y, from_y); \
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points_ptrw[index++] = Vector3(-to_x, y, to_y); \
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points_ptrw[index++] = Vector3(-from_x, y, -from_y); \
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points_ptrw[index++] = Vector3(-to_x, y, -to_y);
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// Number of points in an octant. So there will be 8 * points_in_octant * 2 points in total for one circle.
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// This corresponds to the smoothness of the circle.
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const uint32_t points_in_octant = 16;
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const real_t inc = (Math_PI / (4 * points_in_octant));
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const real_t radius_squared = radius * radius;
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real_t r = 0;
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Vector<Vector3> points;
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uint32_t index = 0;
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// 4 vertical lines and 2 full circles.
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points.resize(4 * 2 + 2 * 8 * points_in_octant * 2);
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Vector3 *points_ptrw = points.ptrw();
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float y_value = height * 0.5;
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Vector3 d(0, height * 0.5, 0);
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for (int i = 0; i < 360; i++) {
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float ra = Math::deg_to_rad((float)i);
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float rb = Math::deg_to_rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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// Vertical lines.
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points_ptrw[index++] = Vector3(0.f, y_value, radius);
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points_ptrw[index++] = Vector3(0.f, -y_value, radius);
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points_ptrw[index++] = Vector3(0.f, y_value, -radius);
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points_ptrw[index++] = Vector3(0.f, -y_value, -radius);
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points_ptrw[index++] = Vector3(radius, y_value, 0.f);
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points_ptrw[index++] = Vector3(radius, -y_value, 0.f);
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points_ptrw[index++] = Vector3(-radius, y_value, 0.f);
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points_ptrw[index++] = Vector3(-radius, -y_value, 0.f);
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points.push_back(Vector3(a.x, 0, a.y) + d);
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points.push_back(Vector3(b.x, 0, b.y) + d);
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float previous_x = radius;
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float previous_y = 0.f;
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points.push_back(Vector3(a.x, 0, a.y) - d);
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points.push_back(Vector3(b.x, 0, b.y) - d);
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for (uint32_t i = 0; i < points_in_octant; ++i) {
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r += inc;
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real_t x = Math::cos(r) * radius;
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real_t y = Math::sqrt(radius_squared - (x * x));
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if (i % 90 == 0) {
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points.push_back(Vector3(a.x, 0, a.y) + d);
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points.push_back(Vector3(a.x, 0, a.y) - d);
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}
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// High circle ring.
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PUSH_QUARTER(previous_x, previous_y, x, y, y_value);
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PUSH_QUARTER(previous_y, previous_x, y, x, y_value);
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// Low circle ring.
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PUSH_QUARTER(previous_x, previous_y, x, y, -y_value);
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PUSH_QUARTER(previous_y, previous_x, y, x, -y_value);
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previous_x = x;
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previous_y = y;
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}
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#undef PUSH_QUARTER
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p_gizmo->add_lines(points, material, false, collision_color);
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Vector<Vector3> collision_segments;
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for (int i = 0; i < 64; i++) {
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float ra = i * (Math_TAU / 64.0);
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float rb = (i + 1) * (Math_TAU / 64.0);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
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collision_segments.push_back(Vector3(b.x, 0, b.y) + d);
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collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
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collision_segments.push_back(Vector3(b.x, 0, b.y) - d);
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if (i % 16 == 0) {
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collision_segments.push_back(Vector3(a.x, 0, a.y) + d);
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collision_segments.push_back(Vector3(a.x, 0, a.y) - d);
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}
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}
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p_gizmo->add_collision_segments(collision_segments);
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p_gizmo->add_collision_segments(points);
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Vector<Vector3> handles = helper->cylinder_get_handles(cs2->get_height(), cs2->get_radius());
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p_gizmo->add_handles(handles, handles_material);
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