refactor(M03): extract WMO render build planner

This commit is contained in:
2026-07-17 00:47:54 +04:00
parent e420a8724f
commit 3a6b1d306d
9 changed files with 490 additions and 22 deletions
+33 -18
View File
@@ -15,6 +15,9 @@ const WMO_PLACEMENT_RESOLVER_SCRIPT := preload(
const WMO_PLACEMENT_REGISTRY_SCRIPT := preload(
"res://src/render/wmo/wmo_placement_registry.gd"
)
const WMO_RENDER_BUILD_STEP_PLANNER_SCRIPT := preload(
"res://src/render/wmo/wmo_render_build_step_planner.gd"
)
const M2_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/m2_builder.gd")
const M2_NATIVE_ANIMATED_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/m2_native_animated_builder.gd")
const M2_NATIVE_ANIMATOR_SCRIPT := preload("res://src/scenes/streaming/m2_native_animator.gd")
@@ -290,6 +293,7 @@ var _m2_static_animation_cache: Dictionary = {}
var _m2_missing_cache: Dictionary = {}
var _world_wmo_root: Node3D
var _wmo_placement_registry := WMO_PLACEMENT_REGISTRY_SCRIPT.new()
var _wmo_render_build_step_planner := WMO_RENDER_BUILD_STEP_PLANNER_SCRIPT.new()
var _wmo_instance_nodes_by_unique_key: Dictionary = {}
@@ -3791,15 +3795,30 @@ func _process_wmo_render_build_jobs() -> void:
var mesh_transforms: Array = render_resource.get("mesh_transforms")
var mesh_names: PackedStringArray = render_resource.get("mesh_names")
var mesh_index: int = int(job.get("mesh_index", 0))
if mesh_index < meshes.size():
var mesh := meshes[mesh_index] as Mesh
var multimeshes: Array = render_resource.get("multimeshes")
var multimesh_transforms: Array = render_resource.get("multimesh_transforms")
var multimesh_names: PackedStringArray = render_resource.get("multimesh_names")
var multimesh_index: int = int(job.get("multimesh_index", 0))
var build_step: Dictionary = _wmo_render_build_step_planner.plan_step(
meshes.size(),
mesh_index,
multimeshes.size(),
multimesh_index
)
var selected_index := int(build_step["selected_index"])
if build_step["operation"] == WMO_RENDER_BUILD_STEP_PLANNER_SCRIPT.OPERATION_MESH:
var mesh := meshes[selected_index] as Mesh
if mesh != null:
_refresh_cached_wmo_mesh_materials(mesh)
var mesh_instance := MeshInstance3D.new()
mesh_instance.name = mesh_names[mesh_index] if mesh_index < mesh_names.size() else "Group_%d" % mesh_index
mesh_instance.name = (
mesh_names[selected_index]
if selected_index < mesh_names.size()
else "Group_%d" % selected_index
)
mesh_instance.mesh = mesh
if mesh_index < mesh_transforms.size():
mesh_instance.transform = mesh_transforms[mesh_index]
if selected_index < mesh_transforms.size():
mesh_instance.transform = mesh_transforms[selected_index]
mesh_instance.cast_shadow = (
GeometryInstance3D.SHADOW_CASTING_SETTING_ON
if wmo_cast_shadows
@@ -3810,28 +3829,24 @@ func _process_wmo_render_build_jobs() -> void:
mesh_instance.visibility_range_end_margin = CHUNK_SIZE
(root as Node3D).add_child(mesh_instance)
_set_editor_owner_recursive(mesh_instance)
job["mesh_index"] = mesh_index + 1
job["mesh_index"] = int(build_step["next_mesh_index"])
_wmo_render_build_jobs[unique_key] = job
_render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_RENDER_GROUP_BUILD)
continue
var multimeshes: Array = render_resource.get("multimeshes")
var multimesh_transforms: Array = render_resource.get("multimesh_transforms")
var multimesh_names: PackedStringArray = render_resource.get("multimesh_names")
var multimesh_index: int = int(job.get("multimesh_index", 0))
if multimesh_index < multimeshes.size():
var multimesh := multimeshes[multimesh_index] as MultiMesh
if build_step["operation"] == WMO_RENDER_BUILD_STEP_PLANNER_SCRIPT.OPERATION_MULTIMESH:
var multimesh := multimeshes[selected_index] as MultiMesh
if multimesh != null:
_refresh_cached_wmo_mesh_materials(multimesh.mesh)
var multimesh_instance := MultiMeshInstance3D.new()
multimesh_instance.name = (
multimesh_names[multimesh_index]
if multimesh_index < multimesh_names.size()
else "DoodadGroup_%d" % multimesh_index
multimesh_names[selected_index]
if selected_index < multimesh_names.size()
else "DoodadGroup_%d" % selected_index
)
multimesh_instance.multimesh = multimesh
if multimesh_index < multimesh_transforms.size():
multimesh_instance.transform = multimesh_transforms[multimesh_index]
if selected_index < multimesh_transforms.size():
multimesh_instance.transform = multimesh_transforms[selected_index]
multimesh_instance.cast_shadow = (
GeometryInstance3D.SHADOW_CASTING_SETTING_ON
if wmo_cast_shadows
@@ -3842,7 +3857,7 @@ func _process_wmo_render_build_jobs() -> void:
multimesh_instance.visibility_range_end_margin = CHUNK_SIZE
(root as Node3D).add_child(multimesh_instance)
_set_editor_owner_recursive(multimesh_instance)
job["multimesh_index"] = multimesh_index + 1
job["multimesh_index"] = int(build_step["next_multimesh_index"])
_wmo_render_build_jobs[unique_key] = job
_render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_RENDER_GROUP_BUILD)
continue