mirror of https://github.com/godotengine/godot
improve GPUParticlesCollision3DGizmoPlugin performance
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@ -168,45 +168,81 @@ void GPUParticlesCollision3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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const Ref<Material> handles_material = get_material("handles");
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if (Object::cast_to<GPUParticlesCollisionSphere3D>(cs) || Object::cast_to<GPUParticlesAttractorSphere3D>(cs)) {
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float r = cs->call("get_radius");
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float radius = cs->call("get_radius");
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#define PUSH_QUARTER(m_from_x, m_from_y, m_to_x, m_to_y, m_y) \
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points_ptrw[index++] = Vector3(m_from_x, m_y, m_from_y); \
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points_ptrw[index++] = Vector3(m_to_x, m_y, m_to_y); \
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points_ptrw[index++] = Vector3(m_from_x, m_y, -m_from_y); \
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points_ptrw[index++] = Vector3(m_to_x, m_y, -m_to_y); \
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points_ptrw[index++] = Vector3(-m_from_x, m_y, m_from_y); \
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points_ptrw[index++] = Vector3(-m_to_x, m_y, m_to_y); \
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points_ptrw[index++] = Vector3(-m_from_x, m_y, -m_from_y); \
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points_ptrw[index++] = Vector3(-m_to_x, m_y, -m_to_y);
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#define PUSH_QUARTER_XY(m_from_x, m_from_y, m_to_x, m_to_y) \
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points_ptrw[index++] = Vector3(m_from_x, -m_from_y, 0); \
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points_ptrw[index++] = Vector3(m_to_x, -m_to_y, 0); \
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points_ptrw[index++] = Vector3(m_from_x, m_from_y, 0); \
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points_ptrw[index++] = Vector3(m_to_x, m_to_y, 0); \
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points_ptrw[index++] = Vector3(-m_from_x, -m_from_y, 0); \
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points_ptrw[index++] = Vector3(-m_to_x, -m_to_y, 0); \
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points_ptrw[index++] = Vector3(-m_from_x, m_from_y, 0); \
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points_ptrw[index++] = Vector3(-m_to_x, m_to_y, 0);
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#define PUSH_QUARTER_YZ(m_from_x, m_from_y, m_to_x, m_to_y) \
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points_ptrw[index++] = Vector3(0, -m_from_y, m_from_x); \
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points_ptrw[index++] = Vector3(0, -m_to_y, m_to_x); \
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points_ptrw[index++] = Vector3(0, m_from_y, m_from_x); \
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points_ptrw[index++] = Vector3(0, m_to_y, m_to_x); \
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points_ptrw[index++] = Vector3(0, -m_from_y, -m_from_x); \
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points_ptrw[index++] = Vector3(0, -m_to_y, -m_to_x); \
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points_ptrw[index++] = Vector3(0, m_from_y, -m_from_x); \
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points_ptrw[index++] = Vector3(0, m_to_y, -m_to_x);
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// Number of points in an octant. So there will be 8 * points_in_octant points in total.
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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 octant_angle = Math_PI / 4;
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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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points.resize(3 * 8 * points_in_octant * 2);
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Vector3 *points_ptrw = points.ptrw();
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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)) * r;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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uint32_t index = 0;
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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));
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points.push_back(Vector3(b.x, 0, b.y));
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points.push_back(Vector3(0, a.x, a.y));
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points.push_back(Vector3(0, b.x, b.y));
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points.push_back(Vector3(a.x, a.y, 0));
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points.push_back(Vector3(b.x, b.y, 0));
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}
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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((i == points_in_octant - 1) ? octant_angle : r) * radius;
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real_t y = Math::sqrt(radius_squared - (x * x));
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Vector<Vector3> collision_segments;
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PUSH_QUARTER(previous_x, previous_y, x, y, 0);
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PUSH_QUARTER(previous_y, previous_x, y, x, 0);
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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)) * r;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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PUSH_QUARTER_XY(previous_x, previous_y, x, y);
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PUSH_QUARTER_XY(previous_y, previous_x, y, x);
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collision_segments.push_back(Vector3(a.x, 0, a.y));
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collision_segments.push_back(Vector3(b.x, 0, b.y));
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collision_segments.push_back(Vector3(0, a.x, a.y));
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collision_segments.push_back(Vector3(0, b.x, b.y));
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collision_segments.push_back(Vector3(a.x, a.y, 0));
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collision_segments.push_back(Vector3(b.x, b.y, 0));
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PUSH_QUARTER_YZ(previous_x, previous_y, x, y);
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PUSH_QUARTER_YZ(previous_y, previous_x, y, x);
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previous_x = x;
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previous_y = y;
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}
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p_gizmo->add_lines(points, material);
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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;
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handles.push_back(Vector3(r, 0, 0));
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p_gizmo->add_handles(handles, handles_material);
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#undef PUSH_QUARTER
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#undef PUSH_QUARTER_XY
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#undef PUSH_QUARTER_YZ
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}
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if (Object::cast_to<GPUParticlesCollisionBox3D>(cs) || Object::cast_to<GPUParticlesAttractorBox3D>(cs) || Object::cast_to<GPUParticlesAttractorVectorField3D>(cs) || Object::cast_to<GPUParticlesCollisionSDF3D>(cs) || Object::cast_to<GPUParticlesCollisionHeightField3D>(cs)) {
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