Optional culling during navigation to increase FPS

- Only affects non-chunked instances (where verts are higher so the impact will be greater)
 - Things far away or not in view of the camera will be rendered as bounds
This commit is contained in:
Dion Moult
2024-02-25 23:11:28 +11:00
parent 0c4bcb8a12
commit 6f56d78e83
5 changed files with 125 additions and 0 deletions
@@ -55,6 +55,8 @@ classes = (
operator.aaa,
operator.LoadLinkedProject,
operator.QueryLinkedElement,
operator.EnableCulling,
operator.DisableCulling,
prop.LibraryElement,
prop.FilterCategory,
prop.Link,
@@ -66,4 +66,5 @@ class ProjectData:
class LinksData:
linked_data = {}
enable_culling = False
is_loaded = False
@@ -38,6 +38,7 @@ from blenderbim.bim.ui import IFCFileSelector
from blenderbim.bim import import_ifc
from blenderbim.bim import export_ifc
from pathlib import Path
from mathutils import Vector, Matrix
from bpy.app.handlers import persistent
from blenderbim.bim.module.project.data import LinksData
from blenderbim.bim.module.project.decorator import ProjectDecorator
@@ -1913,3 +1914,109 @@ class QueryLinkedElement(bpy.types.Operator):
self.mouse_x = event.mouse_region_x
self.mouse_y = event.mouse_region_y
return self.execute(context)
class EnableCulling(bpy.types.Operator):
bl_idname = "bim.enable_culling"
bl_label = "Enable Culling"
bl_options = {"REGISTER"}
def __init__(self):
self.last_view_corners = None
self.total_mousemoves = 0
self.cullable_objects = []
def modal(self, context, event):
if not LinksData.enable_culling:
for obj in bpy.context.visible_objects:
if obj.type == "MESH" and obj.name.startswith("Ifc"):
obj.display_type = "SOLID"
self.cullable_objects = []
return {"CANCELLED"}
# Even if the view is changing, there are certain scenarios where we
# don't want to apply culling. For example, if we scroll to zoom but
# are simultaneously moving our mouse, or if we `Zoom to Selected`. A
# dumb but seemingly effective way is to count MOUSEMOVE events. If at
# least 3 consecutive events occur, you're probably not doing some
# other navigational thing.
if event.type == "MOUSEMOVE":
self.total_mousemoves += 1
else:
self.total_mousemoves = 0
if self.total_mousemoves > 2 and self.is_view_changed(context):
self.total_mousemoves = 0
camera_position = context.region_data.view_matrix.inverted().translation
for obj in self.cullable_objects:
if obj.type == "MESH" and obj.name.startswith("Ifc"):
if self.is_object_in_view(obj, context, camera_position):
obj.display_type = "SOLID"
elif obj.display_type != "BOUNDS":
obj.display_type = "BOUNDS"
return {"PASS_THROUGH"}
def is_view_changed(self, context):
view_matrix = context.region_data.view_matrix
projection_matrix = context.region_data.window_matrix
vp_matrix = projection_matrix @ view_matrix
# Get NDC coordinates of the viewport corners
viewport_corners = [Vector((-1, -1, 0)), Vector((1, -1, 0)), Vector((1, 1, 0)), Vector((-1, 1, 0))]
ndc_corners = [vp_matrix @ Vector((corner.x, corner.y, -1, 1)) for corner in viewport_corners]
ndc_corners = [(corner / corner.w).xy for corner in ndc_corners]
if self.last_view_corners != ndc_corners:
self.last_view_corners = ndc_corners
return True
return False
def is_object_in_view(self, obj, context, camera_position):
# Get the view matrix and the projection matrix from the active viewport
view_matrix = context.region_data.view_matrix
projection_matrix = context.region_data.window_matrix
# Calculate the combined view projection matrix
vp_matrix = projection_matrix @ view_matrix
obj_matrix_world = obj.matrix_world
# Transform each corner of the bounding box using the view projection matrix
# and check if it's inside the normalized device coordinates (NDC) space
for corner in [obj_matrix_world @ Vector(corner) for corner in obj.bound_box]:
ndc = vp_matrix @ corner.to_4d()
ndc /= ndc.w
if -1 <= ndc.x <= 1 and -1 <= ndc.y <= 1 and 0 <= ndc.z <= 1:
# At least one corner is inside the view, so the object is visible
break
else:
return False
# Check if the object is too far away from the camera
object_center = obj.matrix_world.translation
distance_threshold = 900 # 30m squared
if (camera_position - object_center).length_squared > distance_threshold:
# The object is too far away, so consider it not visible
return False
return True
def invoke(self, context, event):
LinksData.enable_culling = True
self.cullable_objects = []
for obj in bpy.context.visible_objects:
if obj.type == "MESH" and obj.name.startswith("Ifc") and max(obj.dimensions) < 0.6:
self.cullable_objects.append(obj)
camera_position = context.region_data.view_matrix.inverted().translation
if not self.is_object_in_view(obj, context, camera_position):
obj.display_type = "BOUNDS"
context.window_manager.modal_handler_add(self)
return {"RUNNING_MODAL"}
class DisableCulling(bpy.types.Operator):
bl_idname = "bim.disable_culling"
bl_label = "Disable Culling"
bl_options = {"REGISTER"}
def execute(self, context):
LinksData.enable_culling = False
return {"FINISHED"}
@@ -307,7 +307,13 @@ class BIM_PT_links(Panel):
"active_link_index",
)
if LinksData.enable_culling:
row = self.layout.row(align=True)
row.label(text="Object Culling Enabled", icon="MOD_TRIANGULATE")
if not LinksData.linked_data:
row = self.layout.row(align=True)
row.label(text="No Object Selected", icon="QUESTION")
return
for name, value in LinksData.linked_data["attributes"].items():
@@ -18,6 +18,7 @@
import bpy
from bpy.types import WorkSpaceTool
from blenderbim.bim.module.project.data import LinksData
class QueryTool(bpy.types.WorkSpaceTool):
@@ -30,4 +31,12 @@ class QueryTool(bpy.types.WorkSpaceTool):
bl_widget = None
bl_keymap = (
("bim.query_linked_element", {"type": 'LEFTMOUSE', "value": 'PRESS'}, None),
# ("bim.project_hotkey", {"type": "C", "value": "PRESS", "alt": True}, {"properties": [("hotkey", "A_C")]}),
)
def draw_settings(context, layout, ws_tool):
row = layout.row(align=True)
row.label(text="Query Object", icon="MOUSE_LMB")
row = layout.row(align=True)
row.label(text="", icon="EVENT_ALT")
row.label(text="Disable Culling" if LinksData.enable_culling else "Enable Culling", icon="EVENT_C")