оптимизация рендера
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@@ -7,6 +7,8 @@ class_name WMOBuilder
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const M2_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/m2_builder.gd")
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const M2_RIGHT_YAW_OFFSET := PI * 0.5
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const BUILD_OCCLUDERS := false
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const OCCLUDER_MIN_TRIANGLES := 16
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static var _texture_cache: Dictionary = {}
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# rel_path → Node3D prototype (built once, duplicated per usage)
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@@ -45,6 +47,7 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
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# Build one MeshInstance3D per group, plus optional liquid mesh as sibling
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var groups: Array = data.get("groups", [])
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var occluder_root: Node3D = null
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for gi in groups.size():
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var g: Dictionary = groups[gi]
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if g.is_empty():
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@@ -53,6 +56,16 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
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mesh_inst.name = "Group_%d" % gi
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root.add_child(mesh_inst)
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if BUILD_OCCLUDERS:
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var occluder_inst := _build_group_occluder(g, materials)
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if occluder_inst != null:
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if occluder_root == null:
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occluder_root = Node3D.new()
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occluder_root.name = "Occluders"
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root.add_child(occluder_root)
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occluder_inst.name = "Group_%d_Occluder" % gi
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occluder_root.add_child(occluder_inst)
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var liquid_dict: Variant = g.get("liquid", null)
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if liquid_dict is Dictionary and not (liquid_dict as Dictionary).is_empty():
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var liquid_inst := _build_group_liquid(liquid_dict)
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@@ -67,8 +80,7 @@ static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
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return root
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# Instantiates M2 doodads for set 0. Each placement is a M2 prototype
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# duplicated under the WMO root with a local Transform3D.
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# Instantiates M2 doodads for set 0 as one MultiMesh per M2 path.
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static func _build_default_doodads(root: Node3D, data: Dictionary,
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extracted_dir: String) -> void:
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@@ -83,10 +95,7 @@ static func _build_default_doodads(root: Node3D, data: Dictionary,
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if count <= 0:
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return
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var doodad_root := Node3D.new()
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doodad_root.name = "Doodads"
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root.add_child(doodad_root)
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var groups: Dictionary = {}
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var end: int = mini(start + count, placements.size())
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for i in range(start, end):
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var p: Dictionary = placements[i]
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@@ -97,22 +106,53 @@ static func _build_default_doodads(root: Node3D, data: Dictionary,
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if rel_path.ends_with(".mdx") or rel_path.ends_with(".mdl"):
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rel_path = rel_path.get_basename() + ".m2"
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var prototype: Node3D = _get_or_load_m2_prototype(rel_path, extracted_dir)
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if prototype == null:
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continue
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var inst := prototype.duplicate() as Node3D
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if inst == null:
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continue
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inst.name = "%s_%d" % [rel_path.get_file().get_basename(), i]
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var pos: Vector3 = p.get("pos", Vector3.ZERO)
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var rot_q: Quaternion = p.get("rot", Quaternion.IDENTITY)
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var scl: float = float(p.get("scale", 1.0))
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var basis := (Basis(rot_q) * Basis(Vector3.UP, M2_RIGHT_YAW_OFFSET)).scaled(Vector3.ONE * maxf(scl, 0.001))
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inst.transform = Transform3D(basis, pos)
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var xform := Transform3D(basis, pos)
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if not groups.has(rel_path):
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groups[rel_path] = []
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(groups[rel_path] as Array).append(xform)
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if groups.is_empty():
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return
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var doodad_root := Node3D.new()
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doodad_root.name = "Doodads"
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root.add_child(doodad_root)
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for rel_path in groups.keys():
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var mesh := _get_or_load_m2_mesh(rel_path, extracted_dir)
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if mesh == null:
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continue
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var transforms: Array = groups[rel_path]
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var mm := MultiMesh.new()
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mm.transform_format = MultiMesh.TRANSFORM_3D
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mm.mesh = mesh
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mm.instance_count = transforms.size()
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for i in transforms.size():
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mm.set_instance_transform(i, transforms[i])
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var inst := MultiMeshInstance3D.new()
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inst.name = rel_path.get_file().get_basename()
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inst.multimesh = mm
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inst.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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doodad_root.add_child(inst)
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if doodad_root.get_child_count() == 0:
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doodad_root.queue_free()
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static func _get_or_load_m2_mesh(rel_path: String, extracted_dir: String) -> Mesh:
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var prototype: Node3D = _get_or_load_m2_prototype(rel_path, extracted_dir)
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if prototype == null:
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return null
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for child in prototype.get_children():
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if child is MeshInstance3D:
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return (child as MeshInstance3D).mesh
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return null
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static func _get_or_load_m2_prototype(rel_path: String,
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extracted_dir: String) -> Node3D:
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@@ -178,6 +218,7 @@ static func _build_group_mesh(
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if verts.is_empty() or indices.is_empty():
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var empty := MeshInstance3D.new()
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empty.mesh = mesh
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empty.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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return empty
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if batches.is_empty():
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@@ -227,9 +268,65 @@ static func _build_group_mesh(
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var mi := MeshInstance3D.new()
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mi.mesh = mesh
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mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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return mi
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static func _build_group_occluder(g: Dictionary, material_defs: Array) -> OccluderInstance3D:
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var verts: PackedVector3Array = g.get("vertices", PackedVector3Array())
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var indices: PackedInt32Array = g.get("indices", PackedInt32Array())
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if verts.is_empty() or indices.is_empty():
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return null
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var batches: Array = g.get("batches", [])
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var occluder_indices := PackedInt32Array()
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if batches.is_empty():
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for i in range(0, indices.size(), 3):
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if i + 2 >= indices.size():
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break
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occluder_indices.append(indices[i + 0])
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occluder_indices.append(indices[i + 2])
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occluder_indices.append(indices[i + 1])
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else:
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for batch_variant in batches:
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if not (batch_variant is Dictionary):
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continue
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var batch: Dictionary = batch_variant
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if not _material_can_occlude(int(batch.get("material_id", -1)), material_defs):
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continue
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var idx_start: int = int(batch.get("index_start", 0))
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var idx_count: int = int(batch.get("index_count", 0))
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if idx_count <= 0 or idx_start >= indices.size():
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continue
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for i in range(idx_start, mini(idx_start + idx_count, indices.size()), 3):
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if i + 2 >= indices.size():
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break
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occluder_indices.append(indices[i + 0])
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occluder_indices.append(indices[i + 2])
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occluder_indices.append(indices[i + 1])
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if occluder_indices.size() < OCCLUDER_MIN_TRIANGLES * 3:
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return null
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var occluder := ArrayOccluder3D.new()
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occluder.set_arrays(verts, occluder_indices)
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var inst := OccluderInstance3D.new()
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inst.set_occluder(occluder)
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return inst
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static func _material_can_occlude(mat_id: int, material_defs: Array) -> bool:
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if mat_id < 0:
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return true
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if mat_id >= material_defs.size():
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return false
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var mat_def: Variant = material_defs[mat_id]
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if not (mat_def is Dictionary):
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return false
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return int((mat_def as Dictionary).get("blend_mode", 0)) == 0
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static func _build_material(
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mat_def: Dictionary,
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textures: PackedStringArray,
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@@ -342,6 +439,7 @@ static func _build_group_liquid(liquid: Dictionary) -> MeshInstance3D:
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var mi := MeshInstance3D.new()
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mi.mesh = mesh
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mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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return mi
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