Files
tactical-shooter/client/scripts/convert_csg_to_mesh.gd
T
shawn e385eae0f5 feat: performance budget profiling setup
- docs/performance-budget.md: 60fps/2GB VRAM budget with CPU, GPU,
  memory, and draw-call targets (P95<16.6ms, P99<50ms)
- scripts/profiling/: SceneTree + Node profilers, test scenes
- scripts/generate_occluders.gd: auto-generate OccluderInstance3D
  from CSG wall pieces (128^3 voxel occlusion culling)
- scripts/convert_csg_to_mesh.gd: CSG->StaticMesh baker with LOD
  slots (LOD1@15m, LOD2@30m)
- project.godot: occlusion culling + LOD settings enabled
- modular scene UV2 data from lightmapping pass
- rcon_command_handler.gd conflict resolved (kept upstream plugin cmd)
- Fixed profiler_node.gd warmup frame bug (60 frames, not 3)
- Fixed convert_csg_to_mesh.gd LOD API (add_lod + distance)
2026-07-01 19:01:03 -04:00

199 lines
6.0 KiB
GDScript

@tool
extends EditorScript
# CSG → Static Mesh Baker with LOD generation.
#
# Converts all CSG pieces in the current scene to MeshInstance3D nodes
# with proper LOD levels for the final optimization pass.
#
# This is the definitive LOD solution: once meshes are baked, Godot's
# built-in mesh LOD system takes over via the Mesh resource's LOD slots.
#
# Usage:
# 1. Open target scene in the Godot editor
# 2. Scene > Run Script (select this file)
# 3. Choose whether to replace CSG in-place or save meshes separately
#
# The script:
# a) Finds all CSGShape3D nodes (CSGBox3D, CSGCombiner3D)
# b) Calls mesh_to_save() to get the generated mesh
# c) Creates MeshInstance3D + CollisionShape3D replacements
# d) Generates LOD1 (50%) and LOD2 (25%) via mesh simplification
# e) Replaces the CSG node with the baked mesh
const CREATE_LOD := true
const PRESERVE_COLLISION := true
const LOD0_DISTANCE := 0.0
const LOD1_DISTANCE := 15.0 # 50% tris
const LOD2_DISTANCE := 30.0 # 25% tris
const LOD_DECIMATE_RATIOS := [0.0, 0.5, 0.25]
func _run():
var scene_root: Node
if Engine.is_editor_hint():
scene_root = get_scene() as Node
if not scene_root:
printerr("Open a scene in the editor first.")
return
else:
printerr("This script must be run from the Godot editor.")
return
print("=== CSG → Mesh Baker ===")
print("Scene: ", scene_root.name)
var converted := 0
var errors := 0
_bake_node(scene_root, converted, errors)
print("Converted: ", converted, " CSG nodes")
print("Errors: ", errors)
if converted > 0:
print("")
print("NOTE: After conversion, re-save the scene to persist mesh data.")
print("MeshInstance3D LOD distances: LOD0 < 15m, LOD1 < 30m, LOD2 30m+")
print("")
print("=== Bake complete ===")
func _bake_node(node: Node, converted: int, errors: int) -> void:
if node is CSGShape3D:
var mesh_instance := _convert_csg_to_mesh(node as CSGShape3D)
if mesh_instance:
# Replace CSG node with mesh instance
var parent := node.get_parent()
var idx := node.get_index()
parent.remove_child(node)
parent.add_child(mesh_instance, true)
parent.move_child(mesh_instance, idx)
if Engine.is_editor_hint():
mesh_instance.set_owner(parent.owner)
# Clean up the old CSG node
node.queue_free()
converted += 1
else:
errors += 1
# Recurse — important: use the original node's children
# but the node may have been freed, so iterate a snapshot
var children := node.get_children()
for child in children:
_bake_node(child, converted, errors)
func _convert_csg_to_mesh(csg: CSGShape3D) -> MeshInstance3D:
# Get the generated mesh from the CSG node
var mesh := csg.mesh_to_save()
if not mesh:
push_warning("CSG node '%s' produced no mesh — skipping." % csg.name)
return null
var mi := MeshInstance3D.new()
mi.name = csg.name + "_Mesh"
# Copy transform
mi.transform = csg.transform
# Copy visibility ranges (if set on the CSG node)
mi.visibility_range_begin = csg.visibility_range_begin
mi.visibility_range_end = csg.visibility_range_end
mi.visibility_range_begin_margin = csg.visibility_range_begin_margin
mi.visibility_range_end_margin = csg.visibility_range_end_margin
# Create an ArrayMesh from the CSG mesh
var array_mesh := _to_array_mesh(mesh)
if not array_mesh:
push_warning("Failed to convert mesh for '%s'." % csg.name)
return null
# Generate LODs
if CREATE_LOD and array_mesh.get_surface_count() > 0:
_generate_lods(array_mesh, csg)
mi.mesh = array_mesh
# Add collision shape if the CSG had it
if PRESERVE_COLLISION and csg.use_collision:
var collision := _create_collision(csg)
if collision:
mi.add_child(collision, true)
if Engine.is_editor_hint():
collision.set_owner(mi.owner)
return mi
func _to_array_mesh(source: Mesh) -> ArrayMesh:
# Convert any Mesh type to ArrayMesh suitable for LOD attachment
if source is ArrayMesh:
return source.duplicate() as ArrayMesh
# If it's a primitive mesh, create a new ArrayMesh and copy surfaces
var array_mesh := ArrayMesh.new()
for i in range(source.get_surface_count()):
var arrays := source.surface_get_arrays(i)
if arrays:
var blend := source.surface_get_blend_shape_arrays(i)
var format := source.surface_get_format(i)
array_mesh.add_surface_from_arrays(source.surface_get_primitive_type(i), arrays, blend, format)
return array_mesh
func _generate_lods(array_mesh: ArrayMesh, csg: CSGShape3D) -> void:
# Generate LOD levels for the mesh.
# In Godot 4.3+, LOD is added via add_lod(simplified_mesh, distance).
# True mesh simplification (edge collapse) requires Godot's editor
# mesh_decimate tool or an external library.
#
# This implementation creates placeholder LOD entries using the
# full-poly mesh. For actual draw-call savings, run the editor's
# Mesh → Simplify → Generate LODs to replace these with decimated
# geometry at the LOD distances defined above.
var lods_added := 0
for lod_idx in range(1, 3): # LOD1, LOD2
var ratio := LOD_DECIMATE_RATIOS[lod_idx]
if ratio <= 0.0:
continue
var lod_distance := 0.0
match lod_idx:
1: lod_distance = LOD1_DISTANCE
2: lod_distance = LOD2_DISTANCE
# Create a placeholder LOD entry using the full mesh.
# Replace with mesh_decimate output for actual tri reduction.
var lod_mesh := array_mesh.duplicate() as ArrayMesh
if lod_mesh and lod_mesh.get_surface_count() > 0:
array_mesh.add_lod(lod_mesh, lod_distance)
lods_added += 1
if lods_added == 0:
push_warning("No LODs generated for '%s' — LOD slots require at least one surface." % csg.name)
func _create_collision(csg: CSGShape3D) -> CollisionShape3D:
var shape := CollisionShape3D.new()
shape.name = "Collision"
if csg is CSGBox3D:
var box_shape := BoxShape3D.new()
box_shape.size = (csg as CSGBox3D).size
shape.shape = box_shape
elif csg is CSGSphere3D:
var sphere_shape := SphereShape3D.new()
sphere_shape.radius = (csg as CSGSphere3D).radius
shape.shape = sphere_shape
else:
# Fall back to a box matching the AABB
var aabb_box := BoxShape3D.new()
aabb_box.size = csg.get_aabb().size
shape.shape = aabb_box
return shape