Support custom AABBs within MultiMesh resources - #79833
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clayjohn
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Looks great! I think this also needs to be exposed to CPUParticles so that they can benefit from the change as well.
GPUParticles3D have a visibility_aabb property that maps onto particles_custom_aabb. I think we can implement visibility aabb for CPUParticles as well so the API matches (we could also update the "convert to CPUParticles" code to keep the custom_aabb as well
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Thanks for the starting point! I added the |
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Not sure why the godot-cpp test is failing with an insufficient storage error. Is it a problem with the workflow? Does it need to try running again? |
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Yes, you need to rebase to get workflow changes that fixed that. |
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Okay thanks, just rebased and pushed 👍 |
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Just one final little change. We need to ensure that we aren't notifying dependencies that the AABB has changed when a custom AABB is being used: This saves us having to do a bunch of updates in the RenderingServer |
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- Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations. - Should also help improve CPU Particle performance.
- Improves performance by reducing time spent on AABB generation. - Also adds an option to generate the AABB manually in the CPUParticles3D dropdown.
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Updated! |
clayjohn
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Looks great! Thanks for responding quickly to my feedback
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Thanks! |
Done, see #89028 Also note this seems to be specific to mobile renderer with an imported mesh (which has me worried I've somehow made a borked cube and it's my fault lol). |
Support custom AABBs within MultiMesh resources
Support custom AABBs within MultiMesh resources





Fixes #79573