Ported: Physics Interpolation - fix stale interpolation data when unhiding

A previous optimization prevented instances being added to the interpolation lists when hidden to save processing. This caused a regression when unhiding nodes outside of the physics tick - the interpolated transforms would be stale until the next physics tick, causing a glitch.
This PR readds instances immediately to the interpolation lists when they are unhidden, preventing this glitch.
- lawnjelly

and

 Physics Interpolation - fix continuous updating in unmoving objects
Adds instances to the transform update list as well as the interpolate update list when unhiding them. This ensures that the system auto-detects non-moving objects, and removes them from the interpolate update list on the next tick, preventing unnecessary updates.
- lawnjelly

991687cc10
e4f252d94f

Properly this time.
This commit is contained in:
Relintai 2022-07-29 10:59:58 +02:00
parent 8ca3043a28
commit 7ad35d62ea

View File

@ -989,6 +989,25 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
instance->visible = p_visible;
// Special case for physics interpolation, we want to ensure the interpolated data is up to date
if (instance->scenario->_interpolation_data.interpolation_enabled && p_visible && instance->interpolated && instance->scenario && !instance->on_interpolate_list) {
// Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances.
// This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick.
instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
instance->scenario->_interpolation_data.instance_interpolate_update_list.push_back(p_instance);
instance->on_interpolate_list = true;
_instance_queue_update(instance, true);
// We must also place on the transform update list for a tick, so the system
// can auto-detect if the instance is no longer moving, and remove from the interpolate lists again.
// If this step is ignored, an unmoving instance could remain on the interpolate lists indefinitely
// (or rather until the object is deleted) and cause unnecessary updates and drawcalls.
if (!instance->on_interpolate_transform_list) {
instance->scenario->_interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
instance->on_interpolate_transform_list = true;
}
}
// give the opportunity for the spatial partitioning scene to use a special implementation of visibility
// for efficiency (supported in BVH but not octree)