diff --git a/core/containers/local_vector.h b/core/containers/local_vector.h
index 16f891b9f..63efc9487 100644
--- a/core/containers/local_vector.h
+++ b/core/containers/local_vector.h
@@ -105,6 +105,15 @@ public:
return false;
}
+ bool erase_unordered(const T &p_val) {
+ int64_t idx = find(p_val);
+ if (idx >= 0) {
+ remove_unordered(idx);
+ return true;
+ }
+ return false;
+ }
+
U erase_multiple_unordered(const T &p_val) {
U from = 0;
U count = 0;
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index b105dda8f..90ea8076f 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -1476,14 +1476,6 @@
Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance.material_override].
-
-
-
-
- Prevents physics interpolation for the current physics tick.
- This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.
-
-
@@ -1525,14 +1517,6 @@
Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to [member GeometryInstance.extra_cull_margin].
-
-
-
-
-
- Turns on and off physics interpolation for the instance.
-
-
diff --git a/doc/classes/VehicleWheel.xml b/doc/classes/VehicleWheel.xml
index cc3b01551..2a3e8c4ce 100644
--- a/doc/classes/VehicleWheel.xml
+++ b/doc/classes/VehicleWheel.xml
@@ -52,6 +52,7 @@
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the wheel reversing.
+
The steering angle for the wheel. Setting this to a non-zero value will result in the vehicle turning when it's moving.
diff --git a/main/tests/test_expression.h b/main/tests/test_expression.h
index a240dfe67..431231014 100644
--- a/main/tests/test_expression.h
+++ b/main/tests/test_expression.h
@@ -39,3 +39,4 @@ MainLoop *test();
}
#endif // TEST_EXPRESSION_H
+
diff --git a/modules/skeleton_3d/doc_classes/BoneAttachment.xml b/modules/skeleton_3d/doc_classes/BoneAttachment.xml
index 54abd81cb..d79a6258c 100644
--- a/modules/skeleton_3d/doc_classes/BoneAttachment.xml
+++ b/modules/skeleton_3d/doc_classes/BoneAttachment.xml
@@ -77,6 +77,7 @@
The name of the attached bone.
+
diff --git a/modules/skeleton_3d/nodes/bone_attachment.cpp b/modules/skeleton_3d/nodes/bone_attachment.cpp
index 33e75fa40..73b56b475 100644
--- a/modules/skeleton_3d/nodes/bone_attachment.cpp
+++ b/modules/skeleton_3d/nodes/bone_attachment.cpp
@@ -187,6 +187,7 @@ String BoneAttachment::get_configuration_warning() const {
}
BoneAttachment::BoneAttachment() {
+ set_physics_interpolation_mode(PHYSICS_INTERPOLATION_MODE_OFF);
bound = false;
bone_idx = -1;
override_pose = false;
diff --git a/modules/skeleton_3d/nodes/skeleton_ik.cpp b/modules/skeleton_3d/nodes/skeleton_ik.cpp
index b5b0c27d1..fae4cce92 100644
--- a/modules/skeleton_3d/nodes/skeleton_ik.cpp
+++ b/modules/skeleton_3d/nodes/skeleton_ik.cpp
@@ -279,7 +279,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
p_task->skeleton->set_bone_global_pose_override(p_task->chain.chain_root.bone, Transform(), 0.0, false);
Vector3 origin_pos = p_task->skeleton->get_bone_global_pose(p_task->chain.chain_root.bone).origin;
- make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse(), blending_delta);
+ make_goal(p_task, p_task->skeleton->get_global_transform_interpolated().affine_inverse(), blending_delta);
if (p_use_magnet && p_task->chain.middle_chain_item) {
p_task->chain.magnet_position = p_task->chain.middle_chain_item->initial_transform.origin.linear_interpolate(p_magnet_position, blending_delta);
diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp
index 54bfe2108..80155a6d3 100644
--- a/scene/3d/camera.cpp
+++ b/scene/3d/camera.cpp
@@ -50,6 +50,13 @@ void Camera::_request_camera_update() {
_update_camera();
}
+void Camera::fti_update_servers() {
+ if (camera.is_valid()) {
+ Transform tr = _get_adjusted_camera_transform(_get_cached_global_transform_interpolated());
+ VisualServer::get_singleton()->camera_set_transform(camera, tr);
+ }
+}
+
void Camera::_update_camera_mode() {
force_change = true;
switch (mode) {
@@ -90,12 +97,8 @@ void Camera::_update_camera() {
if (!is_physics_interpolated_and_enabled()) {
RenderingServer::get_singleton()->camera_set_transform(camera, get_camera_transform());
} else {
- // Ideally we shouldn't be moving a physics interpolated camera within a frame,
- // because it will break smooth interpolation, but it may occur on e.g. level load.
- if (!Engine::get_singleton()->is_in_physics_frame() && camera.is_valid()) {
- _physics_interpolation_ensure_transform_calculated(true);
- RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
- }
+ // Force a refresh next frame.
+ fti_notify_node_changed();
}
// here goes listener stuff
@@ -119,40 +122,6 @@ void Camera::_physics_interpolated_changed() {
_update_process_mode();
}
-void Camera::_physics_interpolation_ensure_data_flipped() {
- // The curr -> previous update can either occur
- // on the INTERNAL_PHYSICS_PROCESS OR
- // on NOTIFICATION_TRANSFORM_CHANGED,
- // if NOTIFICATION_TRANSFORM_CHANGED takes place
- // earlier than INTERNAL_PHYSICS_PROCESS on a tick.
- // This is to ensure that the data keeps flowing, but the new data
- // doesn't overwrite before prev has been set.
-
- // Keep the data flowing.
- uint64_t tick = Engine::get_singleton()->get_physics_frames();
- if (_interpolation_data.last_update_physics_tick != tick) {
- _interpolation_data.xform_prev = _interpolation_data.xform_curr;
- _interpolation_data.last_update_physics_tick = tick;
- physics_interpolation_flip_data();
- }
-}
-
-void Camera::_physics_interpolation_ensure_transform_calculated(bool p_force) const {
- DEV_CHECK_ONCE(!Engine::get_singleton()->is_in_physics_frame());
-
- InterpolationData &id = _interpolation_data;
- uint64_t frame = Engine::get_singleton()->get_frames_drawn();
-
- if (id.last_update_frame != frame || p_force) {
- id.last_update_frame = frame;
-
- TransformInterpolator::interpolate_transform(id.xform_prev, id.xform_curr, id.xform_interpolated, Engine::get_singleton()->get_physics_interpolation_fraction());
-
- Transform &tr = id.camera_xform_interpolated;
- tr = _get_adjusted_camera_transform(id.xform_interpolated);
- }
-}
-
void Camera::set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal) {
_desired_process_internal = p_process_internal;
_desired_physics_process_internal = p_physics_process_internal;
@@ -160,17 +129,8 @@ void Camera::set_desired_process_modes(bool p_process_internal, bool p_physics_p
}
void Camera::_update_process_mode() {
- bool process = _desired_process_internal;
- bool physics_process = _desired_physics_process_internal;
-
- if (is_physics_interpolated_and_enabled()) {
- if (is_current()) {
- process = true;
- physics_process = true;
- }
- }
- set_process_internal(process);
- set_physics_process_internal(physics_process);
+ set_process_internal(_desired_process_internal);
+ set_physics_process_internal(_desired_physics_process_internal);
}
void Camera::_notification(int p_what) {
@@ -187,50 +147,21 @@ void Camera::_notification(int p_what) {
world->_camera_set(this);
}
} break;
- case NOTIFICATION_INTERNAL_PROCESS: {
- if (is_physics_interpolated_and_enabled() && camera.is_valid()) {
- _physics_interpolation_ensure_transform_calculated();
-
-#ifdef VISUAL_SERVER_DEBUG_PHYSICS_INTERPOLATION
- print_line("\t\tinterpolated Camera: " + rtos(_interpolation_data.xform_interpolated.origin.x) + "\t( prev " + rtos(_interpolation_data.xform_prev.origin.x) + ", curr " + rtos(_interpolation_data.xform_curr.origin.x) + " ) on tick " + itos(Engine::get_singleton()->get_physics_frames()));
-#endif
-
- RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
- }
- } break;
- case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- if (is_physics_interpolated_and_enabled()) {
- _physics_interpolation_ensure_data_flipped();
- _interpolation_data.xform_curr = get_global_transform();
- }
- } break;
case NOTIFICATION_TRANSFORM_CHANGED: {
- if (is_physics_interpolated_and_enabled()) {
- _physics_interpolation_ensure_data_flipped();
- _interpolation_data.xform_curr = get_global_transform();
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
+ if (is_physics_interpolated_and_enabled()) {
if (!Engine::get_singleton()->is_in_physics_frame()) {
PHYSICS_INTERPOLATION_NODE_WARNING(get_instance_id(), "Interpolated Camera triggered from outside physics process");
}
-#endif
}
+#endif
_request_camera_update();
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
velocity_tracker->update_position(get_global_transform().origin);
}
- // Allow auto-reset when first adding to the tree, as a convenience.
- if (_is_physics_interpolation_reset_requested() && is_inside_tree()) {
- _notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
- _set_physics_interpolation_reset_requested(false);
- }
-
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
- if (is_inside_tree()) {
- _interpolation_data.xform_curr = get_global_transform();
- _interpolation_data.xform_prev = _interpolation_data.xform_curr;
- _update_process_mode();
- }
+ _update_process_mode();
} break;
case NOTIFICATION_EXIT_WORLD: {
if (!get_tree()->is_node_being_edited(this)) {
@@ -273,8 +204,7 @@ Transform Camera::_get_adjusted_camera_transform(const Transform &p_xform) const
Transform Camera::get_camera_transform() const {
if (is_physics_interpolated_and_enabled() && !Engine::get_singleton()->is_in_physics_frame()) {
- _physics_interpolation_ensure_transform_calculated();
- return _interpolation_data.camera_xform_interpolated;
+ return _get_adjusted_camera_transform(_get_cached_global_transform_interpolated());
}
return _get_adjusted_camera_transform(get_global_transform());
@@ -864,9 +794,16 @@ float ClippedCamera::get_margin() const {
return margin;
}
void ClippedCamera::set_process_mode(ProcessMode p_mode) {
- if (is_physics_interpolated_and_enabled() && p_mode == CLIP_PROCESS_IDLE) {
- p_mode = CLIP_PROCESS_PHYSICS;
- WARN_PRINT_ONCE("[Physics interpolation] Forcing ClippedCamera to PROCESS_PHYSICS mode.");
+ if (is_physics_interpolated_and_enabled()) {
+ if (p_mode == CLIP_PROCESS_IDLE) {
+ p_mode = CLIP_PROCESS_PHYSICS;
+ WARN_PRINT_ONCE("[Physics interpolation] Forcing ClippedCamera to PROCESS_PHYSICS mode.");
+ }
+
+ process_mode = p_mode;
+
+ set_desired_process_modes(false, true);
+ return;
}
if (process_mode == p_mode) {
@@ -880,8 +817,11 @@ ClippedCamera::ProcessMode ClippedCamera::get_process_mode() const {
return process_mode;
}
-void ClippedCamera::physics_interpolation_flip_data() {
+void ClippedCamera::fti_pump() {
_interpolation_data.clip_offset_prev = _interpolation_data.clip_offset_curr;
+
+ // Must call the base class.
+ Spatial::fti_pump();
}
void ClippedCamera::_physics_interpolated_changed() {
@@ -898,6 +838,11 @@ Transform ClippedCamera::_get_adjusted_camera_transform(const Transform &p_xform
return t;
}
+void ClippedCamera::fti_update_servers() {
+ clip_offset = ((_interpolation_data.clip_offset_curr - _interpolation_data.clip_offset_prev) * Engine::get_singleton()->get_physics_interpolation_fraction()) + _interpolation_data.clip_offset_prev;
+ Camera::fti_update_servers();
+}
+
void ClippedCamera::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
// Switch process mode to physics if we are turning on interpolation.
@@ -965,10 +910,6 @@ void ClippedCamera::_notification(int p_what) {
_update_camera();
}
- if (is_physics_interpolated_and_enabled() && (p_what == NOTIFICATION_INTERNAL_PROCESS)) {
- clip_offset = ((_interpolation_data.clip_offset_curr - _interpolation_data.clip_offset_prev) * Engine::get_singleton()->get_physics_interpolation_fraction()) + _interpolation_data.clip_offset_prev;
- }
-
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
update_gizmos();
}
diff --git a/scene/3d/camera.h b/scene/3d/camera.h
index e08a8bc8c..896edc7a3 100644
--- a/scene/3d/camera.h
+++ b/scene/3d/camera.h
@@ -96,26 +96,10 @@ private:
Ref velocity_tracker;
bool affect_lod = true;
- ///////////////////////////////////////////////////////
- // INTERPOLATION FUNCTIONS
- void _physics_interpolation_ensure_transform_calculated(bool p_force = false) const;
- void _physics_interpolation_ensure_data_flipped();
-
- // These can be set by derived Cameras,
- // if they wish to do processing (while still
- // allowing physics interpolation to function).
+ // These can be set by derived Cameras.
bool _desired_process_internal = false;
bool _desired_physics_process_internal = false;
- mutable struct InterpolationData {
- Transform xform_curr;
- Transform xform_prev;
- Transform xform_interpolated;
- Transform camera_xform_interpolated; // After modification according to camera type.
- uint32_t last_update_physics_tick = 0;
- uint32_t last_update_frame = UINT32_MAX;
- } _interpolation_data;
-
void _update_process_mode();
protected:
@@ -123,9 +107,6 @@ protected:
// This is because physics interpolation may need to request process modes additionally.
void set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal);
- // Opportunity for derived classes to interpolate extra attributes.
- virtual void physics_interpolation_flip_data() {}
-
virtual void _physics_interpolated_changed();
virtual Transform _get_adjusted_camera_transform(const Transform &p_xform) const;
///////////////////////////////////////////////////////
@@ -133,6 +114,7 @@ protected:
void _update_camera();
virtual void _request_camera_update();
void _update_camera_mode();
+ virtual void fti_update_servers();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &p_property) const;
@@ -253,8 +235,9 @@ private:
protected:
virtual Transform _get_adjusted_camera_transform(const Transform &p_xform) const;
- virtual void physics_interpolation_flip_data();
+ virtual void fti_pump();
virtual void _physics_interpolated_changed();
+ virtual void fti_update_servers();
///////////////////////////////////////////////////////
void _notification(int p_what);
diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp
index c762d8215..d0c7f2dc3 100644
--- a/scene/3d/vehicle_body.cpp
+++ b/scene/3d/vehicle_body.cpp
@@ -47,7 +47,7 @@ public:
real_t getDiagonal() const { return m_Adiag; }
- btVehicleJacobianEntry() {};
+ btVehicleJacobianEntry() {}
//constraint between two different rigidbodies
btVehicleJacobianEntry(
const Basis &world2A,
@@ -369,6 +369,8 @@ VehicleWheel::VehicleWheel() {
m_raycastInfo.m_suspensionLength = 0.0;
body = nullptr;
+
+ set_physics_interpolation_mode(PHYSICS_INTERPOLATION_MODE_OFF);
}
void VehicleBody::_update_wheel_transform(VehicleWheel &wheel, PhysicsDirectBodyState *s) {
diff --git a/scene/3d/visual_instance.cpp b/scene/3d/visual_instance.cpp
index 8e77ff4f3..937b8874c 100644
--- a/scene/3d/visual_instance.cpp
+++ b/scene/3d/visual_instance.cpp
@@ -85,6 +85,12 @@ void VisualInstance::set_instance_use_identity_transform(bool p_enable) {
}
}
+void VisualInstance::fti_update_servers() {
+ if (!_is_using_identity_transform()) {
+ VisualServer::get_singleton()->instance_set_transform(get_instance(), _get_cached_global_transform_interpolated());
+ }
+}
+
void VisualInstance::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
@@ -100,33 +106,26 @@ void VisualInstance::_notification(int p_what) {
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
- if (_is_vi_visible() || is_physics_interpolated_and_enabled()) {
+ if (_is_vi_visible()) {
if (!_is_using_identity_transform()) {
- RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
-
- // For instance when first adding to the tree, when the previous transform is
- // unset, to prevent streaking from the origin.
- if (_is_physics_interpolation_reset_requested() && is_physics_interpolated_and_enabled() && is_inside_tree()) {
- if (_is_vi_visible()) {
- _notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
+ // Physics interpolated VIs don't need to send their transform immediately after setting,
+ // indeed it is counterproductive, because the interpolated transform will be sent
+ // to the VisualServer immediately prior to rendering.
+ if (!is_physics_interpolated_and_enabled()) {
+ RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
+ } else {
+ // For instance when first adding to the tree, when the previous transform is
+ // unset, to prevent streaking from the origin.
+ if (_is_physics_interpolation_reset_requested() && is_inside_tree()) {
+ if (_is_vi_visible()) {
+ _notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
+ }
+ _set_physics_interpolation_reset_requested(false);
}
- _set_physics_interpolation_reset_requested(false);
}
}
}
} break;
- case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
- if (_is_vi_visible() && is_physics_interpolated() && is_inside_tree()) {
- // We must ensure the VisualServer transform is up to date before resetting.
- // This is because NOTIFICATION_TRANSFORM_CHANGED is deferred,
- // and cannot be relied to be called in order before NOTIFICATION_RESET_PHYSICS_INTERPOLATION.
- if (!_is_using_identity_transform()) {
- RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
- }
-
- RenderingServer::get_singleton()->instance_reset_physics_interpolation(instance);
- }
- } break;
case NOTIFICATION_EXIT_WORLD: {
RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
@@ -142,10 +141,6 @@ void VisualInstance::_notification(int p_what) {
}
}
-void VisualInstance::_physics_interpolated_changed() {
- RenderingServer::get_singleton()->instance_set_interpolated(instance, is_physics_interpolated());
-}
-
RID VisualInstance::get_instance() const {
return instance;
}
diff --git a/scene/3d/visual_instance.h b/scene/3d/visual_instance.h
index 0c14edc10..6a1199263 100644
--- a/scene/3d/visual_instance.h
+++ b/scene/3d/visual_instance.h
@@ -55,8 +55,8 @@ class VisualInstance : public CullInstance {
protected:
void _update_visibility();
virtual void _refresh_portal_mode();
- virtual void _physics_interpolated_changed();
void set_instance_use_identity_transform(bool p_enable);
+ virtual void fti_update_servers();
void _notification(int p_what);
static void _bind_methods();
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index f443ca0fe..6c35a9f06 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -592,6 +592,8 @@ void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
RenderingServer::get_singleton()->set_physics_interpolation_enabled(p_enabled);
+ get_scene_tree_fti().set_enabled(get_root(), p_enabled);
+
// Perform an auto reset on the root node for convenience for the user.
if (root) {
root->reset_physics_interpolation();
@@ -617,6 +619,7 @@ void SceneTree::iteration_prepare() {
// Make sure any pending transforms from the last tick / frame
// are flushed before pumping the interpolation prev and currents.
flush_transform_notifications();
+ get_scene_tree_fti().tick_update();
RenderingServer::get_singleton()->tick();
}
}
@@ -689,6 +692,17 @@ bool SceneTree::idle(float p_time) {
//print_line("node count: "+itos(get_node_count()));
//print_line("TEXTURE RAM: "+itos(RS::get_singleton()->get_render_info(RS::INFO_TEXTURE_MEM_USED)));
+ // First pass of scene tree fixed timestep interpolation.
+ if (get_scene_tree_fti().is_enabled()) {
+ // Special, we need to ensure RenderingServer is up to date
+ // with *all* the pending xforms *before* updating it during
+ // the FTI update.
+ // If this is not done, we can end up with a deferred `set_transform()`
+ // overwriting the interpolated xform in the server.
+ flush_transform_notifications();
+ get_scene_tree_fti().frame_update(get_root(), true);
+ }
+
root_lock++;
if (MainLoop::idle(p_time)) {
@@ -805,6 +819,11 @@ bool SceneTree::idle(float p_time) {
#endif
+ // Second pass of scene tree fixed timestep interpolation.
+ // ToDo: Possibly needs another flush_transform_notifications here
+ // depending on whether there are side effects to _call_idle_callbacks().
+ get_scene_tree_fti().frame_update(get_root(), false);
+
RenderingServer::get_singleton()->pre_draw(true);
return _quit;
diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h
index 70d34d591..0dfc764ac 100644
--- a/scene/main/scene_tree.h
+++ b/scene/main/scene_tree.h
@@ -36,6 +36,7 @@
#include "core/io/multiplayer_api.h"
#include "core/os/main_loop.h"
#include "core/os/thread_safe.h"
+#include "scene/main/scene_tree_fti.h"
class PackedScene;
class Node;
@@ -160,6 +161,7 @@ private:
StretchAspect stretch_aspect;
Size2i stretch_min;
real_t stretch_scale;
+ SceneTreeFTI scene_tree_fti;
void _update_font_oversampling(float p_ratio);
void _update_root_rect();
@@ -468,6 +470,8 @@ public:
void client_physics_interpolation_add_spatial(SelfList *p_elem);
void client_physics_interpolation_remove_spatial(SelfList *p_elem);
+ SceneTreeFTI &get_scene_tree_fti() { return scene_tree_fti; }
+
static void add_idle_callback(IdleCallback p_callback);
SceneTree();
~SceneTree();
diff --git a/scene/main/scene_tree_fti.cpp b/scene/main/scene_tree_fti.cpp
new file mode 100644
index 000000000..2500c4da5
--- /dev/null
+++ b/scene/main/scene_tree_fti.cpp
@@ -0,0 +1,288 @@
+/**************************************************************************/
+/* scene_tree_fti.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef _3D_DISABLED
+
+#include "scene_tree_fti.h"
+#include "core/config/engine.h"
+#include "core/error/error_macros.h"
+#include "core/math/transform_interpolator.h"
+#include "core/os/os.h"
+#include "scene/main/spatial.h"
+#include "scene/3d/visual_instance.h"
+
+void SceneTreeFTI::_reset_flags(Node *p_node) {
+ Spatial *s = Object::cast_to(p_node);
+
+ if (s) {
+ s->data.fti_on_frame_list = false;
+ s->data.fti_on_tick_list = false;
+
+ // In most cases the later NOTIFICATION_RESET_PHYSICS_INTERPOLATION
+ // will reset this, but this should help cover hidden nodes.
+ s->data.local_transform_prev = s->data.local_transform;
+ }
+
+ for (int n = 0; n < p_node->get_child_count(); n++) {
+ _reset_flags(p_node->get_child(n));
+ }
+}
+
+void SceneTreeFTI::set_enabled(Node *p_root, bool p_enabled) {
+ if (data.enabled == p_enabled) {
+ return;
+ }
+
+ data.spatial_tick_list[0].clear();
+ data.spatial_tick_list[1].clear();
+
+ // Spatial flags must be reset.
+ if (p_root) {
+ _reset_flags(p_root);
+ }
+
+ data.enabled = p_enabled;
+}
+
+void SceneTreeFTI::tick_update() {
+ if (!data.enabled) {
+ return;
+ }
+
+ uint32_t curr_mirror = data.mirror;
+ uint32_t prev_mirror = curr_mirror ? 0 : 1;
+
+ LocalVector &curr = data.spatial_tick_list[curr_mirror];
+ LocalVector &prev = data.spatial_tick_list[prev_mirror];
+
+ // First detect on the previous list but not on this tick list.
+ for (uint32_t n = 0; n < prev.size(); n++) {
+ Spatial *s = prev[n];
+ if (!s->data.fti_on_tick_list) {
+ // Needs a reset so jittering will stop.
+ s->fti_pump();
+
+ // This may not get updated so set it to the same as global xform.
+ // TODO: double check this is the best value.
+ s->data.global_transform_interpolated = s->get_global_transform();
+
+ // Remove from interpolation list.
+ if (s->data.fti_on_frame_list) {
+ s->data.fti_on_frame_list = false;
+ }
+ }
+ }
+
+ // Now pump all on the current list.
+ for (uint32_t n = 0; n < curr.size(); n++) {
+ Spatial *s = curr[n];
+
+ // Reset, needs to be marked each tick.
+ s->data.fti_on_tick_list = false;
+
+ // Pump.
+ s->fti_pump();
+ }
+
+ // Clear previous list and flip.
+ prev.clear();
+ data.mirror = prev_mirror;
+}
+
+void SceneTreeFTI::_spatial_notify_set_transform(Spatial &r_spatial) {
+ // This may be checked by the calling routine already,
+ // but needs to be double checked for custom SceneTrees.
+ if (!data.enabled || !r_spatial.is_physics_interpolated()) {
+ return;
+ }
+
+ if (!r_spatial.data.fti_on_tick_list) {
+ r_spatial.data.fti_on_tick_list = true;
+ data.spatial_tick_list[data.mirror].push_back(&r_spatial);
+ }
+
+ if (!r_spatial.data.fti_on_frame_list) {
+ r_spatial.data.fti_on_frame_list = true;
+ }
+}
+
+void SceneTreeFTI::spatial_notify_delete(Spatial *p_spatial) {
+ if (!data.enabled) {
+ return;
+ }
+
+ if (p_spatial->data.fti_on_frame_list) {
+ p_spatial->data.fti_on_frame_list = false;
+ }
+
+ // This can potentially be optimized for large scenes with large churn,
+ // as it will be doing a linear search through the lists.
+ data.spatial_tick_list[0].erase_unordered(p_spatial);
+ data.spatial_tick_list[1].erase_unordered(p_spatial);
+}
+
+void SceneTreeFTI::_update_dirty_spatials(Node *p_node, uint32_t p_current_frame, float p_interpolation_fraction, bool p_active, const Transform *p_parent_global_xform, int p_depth) {
+ Spatial *s = Object::cast_to(p_node);
+
+ // Don't recurse into hidden branches.
+ if (s && !s->is_visible()) {
+ // NOTE : If we change from recursing entire tree, we should do an is_visible_in_tree()
+ // check for the first of the branch.
+ return;
+ }
+
+ // Not a Spatial.
+ // Could be e.g. a viewport or something
+ // so we should still recurse to children.
+ if (!s) {
+ for (int n = 0; n < p_node->get_child_count(); n++) {
+ _update_dirty_spatials(p_node->get_child(n), p_current_frame, p_interpolation_fraction, p_active, nullptr, p_depth + 1);
+ }
+ return;
+ }
+
+ // Start the active interpolation chain from here onwards
+ // as we recurse further into the SceneTree.
+ // Once we hit an active (interpolated) node, we have to fully
+ // process all ancestors because their xform will also change.
+ // Anything not moving (inactive) higher in the tree need not be processed.
+ if (!p_active) {
+ if (data.frame_start) {
+ // On the frame start, activate whenever we hit something that requests interpolation.
+ if (s->data.fti_on_frame_list) {
+ p_active = true;
+ }
+ } else {
+ // On the frame end, we want to re-interpolate *anything* that has moved
+ // since the frame start.
+ if (s->data.dirty & Spatial::DIRTY_GLOBAL_INTERPOLATED) {
+ p_active = true;
+ }
+ }
+ }
+
+ if (data.frame_start) {
+ // Mark on the Spatial whether we have set global_transform_interp.
+ // This can later be used when calling `get_global_transform_interpolated()`
+ // to know which xform to return.
+ s->data.fti_global_xform_interp_set = p_active;
+ }
+
+ if (p_active) {
+#if 0
+ bool dirty = s->data.dirty & Spatial::DIRTY_GLOBAL_INTERP;
+
+ if (data.debug) {
+ String sz;
+ for (int n = 0; n < p_depth; n++) {
+ sz += "\t";
+ }
+ print_line(sz + p_node->get_name() + (dirty ? " DIRTY" : ""));
+ }
+#endif
+
+ // First calculate our local xform.
+ // This will either use interpolation, or just use the current local if not interpolated.
+ Transform local_interp;
+ if (s->is_physics_interpolated()) {
+ TransformInterpolator::interpolate_transform(s->data.local_transform_prev, s->data.local_transform, local_interp, p_interpolation_fraction);
+ } else {
+ local_interp = s->data.local_transform;
+ }
+
+ // Concatenate parent xform.
+ if (!s->is_set_as_toplevel()) {
+ if (p_parent_global_xform) {
+ s->data.global_transform_interpolated = (*p_parent_global_xform) * local_interp;
+ } else {
+ const Spatial *parent = s->get_parent_spatial();
+
+ if (parent) {
+ const Transform &parent_glob = parent->data.fti_global_xform_interp_set ? parent->data.global_transform_interpolated : parent->data.global_transform;
+ s->data.global_transform_interpolated = parent_glob * local_interp;
+ } else {
+ s->data.global_transform_interpolated = local_interp;
+ }
+ }
+ } else {
+ s->data.global_transform_interpolated = local_interp;
+ }
+
+ // Upload to VisualServer the interpolated global xform.
+ s->fti_update_servers();
+
+ } // if active.
+
+ // Remove the dirty interp flag from EVERYTHING as we go.
+ s->data.dirty &= ~Spatial::DIRTY_GLOBAL_INTERPOLATED;
+
+ // Recurse to children.
+ for (int n = 0; n < p_node->get_child_count(); n++) {
+ _update_dirty_spatials(p_node->get_child(n), p_current_frame, p_interpolation_fraction, p_active, s->data.fti_global_xform_interp_set ? &s->data.global_transform_interpolated : &s->data.global_transform, p_depth + 1);
+ }
+}
+
+void SceneTreeFTI::frame_update(Node *p_root, bool p_frame_start) {
+ if (!data.enabled || !p_root) {
+ return;
+ }
+
+ data.frame_start = p_frame_start;
+
+ float f = Engine::get_singleton()->get_physics_interpolation_fraction();
+ uint32_t frame = Engine::get_singleton()->get_frames_drawn();
+
+// #define SCENE_TREE_FTI_TAKE_TIMINGS
+#ifdef SCENE_TREE_FTI_TAKE_TIMINGS
+ uint64_t before = OS::get_singleton()->get_ticks_usec();
+#endif
+
+ if (data.debug) {
+ print_line(String("\nScene: ") + (data.frame_start ? "start" : "end") + "\n");
+ }
+
+ // Probably not the most optimal approach as we traverse the entire SceneTree
+ // but simple and foolproof.
+ // Can be optimized later.
+ _update_dirty_spatials(p_root, frame, f, false);
+
+ if (!p_frame_start && data.debug) {
+ data.debug = false;
+ }
+
+#ifdef SCENE_TREE_FTI_TAKE_TIMINGS
+ uint64_t after = OS::get_singleton()->get_ticks_usec();
+ if ((Engine::get_singleton()->get_frames_drawn() % 60) == 0) {
+ print_line("Took " + itos(after - before) + " usec " + (data.frame_start ? "start" : "end"));
+ }
+#endif
+}
+
+#endif // ndef _3D_DISABLED
diff --git a/scene/main/scene_tree_fti.h b/scene/main/scene_tree_fti.h
new file mode 100644
index 000000000..c283d8ce8
--- /dev/null
+++ b/scene/main/scene_tree_fti.h
@@ -0,0 +1,112 @@
+/**************************************************************************/
+/* scene_tree_fti.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef SCENE_TREE_FTI_H
+#define SCENE_TREE_FTI_H
+
+#include "core/containers/local_vector.h"
+#include "core/os/mutex.h"
+
+class Spatial;
+class Node;
+class Transform;
+
+#ifdef _3D_DISABLED
+// Stubs
+class SceneTreeFTI {
+public:
+ void frame_update(Node *p_root, bool p_frame_start) {}
+ void tick_update() {}
+ void set_enabled(Node *p_root, bool p_enabled) {}
+ bool is_enabled() const { return false; }
+
+ void spatial_notify_set_transform(Spatial &r_spatial) {}
+ void spatial_notify_delete(Spatial *p_spatial) {}
+};
+#else
+
+// Important.
+// This class uses raw pointers, so it is essential that on deletion, this class is notified
+// so that any references can be cleared up to prevent dangling pointer access.
+
+// This class can be used from a custom SceneTree.
+
+// Note we could potentially make SceneTreeFTI static / global to avoid the lookup through scene tree,
+// but this covers the custom case of multiple scene trees.
+
+// This class is not thread safe, but can be made thread safe easily with a mutex as in the 4.x version.
+
+class SceneTreeFTI {
+ struct Data {
+ // Prev / Curr lists of spatials having local xforms pumped.
+ LocalVector spatial_tick_list[2];
+ uint32_t mirror = 0;
+
+ bool enabled = false;
+
+ // Whether we are in physics ticks, or in a frame.
+ bool in_frame = false;
+
+ // Updating at the start of the frame, or the end on second pass.
+ bool frame_start = true;
+
+ bool debug = false;
+ } data;
+
+ void _update_dirty_spatials(Node *p_node, uint32_t p_current_frame, float p_interpolation_fraction, bool p_active, const Transform *p_parent_global_xform = nullptr, int p_depth = 0);
+ void _reset_flags(Node *p_node);
+ void _spatial_notify_set_transform(Spatial &r_spatial);
+
+public:
+ // Hottest function, allow inlining the data.enabled check.
+ void spatial_notify_set_transform(Spatial &r_spatial) {
+ if (!data.enabled) {
+ return;
+ }
+ _spatial_notify_set_transform(r_spatial);
+ }
+
+ void spatial_notify_delete(Spatial *p_spatial);
+
+ // Calculate interpolated xforms, send to visual server.
+ void frame_update(Node *p_root, bool p_frame_start);
+
+ // Update local xform pumps.
+ void tick_update();
+
+ void set_enabled(Node *p_root, bool p_enabled);
+ bool is_enabled() const { return data.enabled; }
+
+ void set_debug_next_frame() { data.debug = true; }
+};
+
+#endif // ndef _3D_DISABLED
+
+#endif // SCENE_TREE_FTI_H
diff --git a/scene/main/spatial.cpp b/scene/main/spatial.cpp
index de84516e2..496f13164 100644
--- a/scene/main/spatial.cpp
+++ b/scene/main/spatial.cpp
@@ -118,7 +118,7 @@ void Spatial::_propagate_transform_changed(Spatial *p_origin) {
#endif
get_tree()->xform_change_list.add(&xform_change);
}
- data.dirty |= DIRTY_GLOBAL;
+ data.dirty |= DIRTY_GLOBAL | DIRTY_GLOBAL_INTERPOLATED;
data.children_lock--;
}
@@ -174,13 +174,27 @@ void Spatial::_notification(int p_what) {
_propagate_merging_allowed(merging_allowed);
}
- data.dirty |= DIRTY_GLOBAL; //global is always dirty upon entering a scene
+ data.dirty |= DIRTY_GLOBAL | DIRTY_GLOBAL_INTERPOLATED; //global is always dirty upon entering a scene
_notify_dirty();
notification(NOTIFICATION_ENTER_WORLD);
+ if (is_physics_interpolated_and_enabled()) {
+ // Always reset FTI when entering tree.
+ fti_pump();
+
+ // No need to interpolate as we are doing a reset.
+ data.global_transform_interpolated = get_global_transform();
+
+ // Make sure servers are up to date.
+ fti_update_servers();
+ }
} break;
case NOTIFICATION_EXIT_TREE: {
+ if (is_inside_tree()) {
+ get_tree()->get_scene_tree_fti().spatial_notify_delete(this);
+ }
+
notification(NOTIFICATION_EXIT_WORLD, true);
if (xform_change.in_list()) {
get_tree()->xform_change_list.remove(&xform_change);
@@ -241,6 +255,13 @@ void Spatial::_notification(int p_what) {
if (data.client_physics_interpolation_data) {
data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr;
}
+ data.local_transform_prev = data.local_transform;
+ } break;
+
+ case NOTIFICATION_PAUSED: {
+ if (is_physics_interpolated_and_enabled()) {
+ data.local_transform_prev = data.local_transform;
+ }
} break;
default: {
@@ -270,7 +291,22 @@ void Spatial::set_global_rotation(const Vector3 &p_euler_rad) {
set_global_transform(transform);
}
+void Spatial::fti_pump() {
+ if (data.dirty & DIRTY_LOCAL) {
+ _update_local_transform();
+ }
+
+ data.local_transform_prev = data.local_transform;
+}
+
+void Spatial::fti_notify_node_changed() {
+ if (is_inside_tree()) {
+ get_tree()->get_scene_tree_fti().spatial_notify_set_transform(*this);
+ }
+}
+
void Spatial::set_transform(const Transform &p_transform) {
+ fti_notify_node_changed();
data.local_transform = p_transform;
data.dirty |= DIRTY_VECTORS;
data.dirty &= ~DIRTY_LOCAL;
@@ -393,14 +429,19 @@ Transform Spatial::_get_global_transform_interpolated(real_t p_interpolation_fra
}
Transform Spatial::get_global_transform_interpolated() {
+#if 1
// Pass through if physics interpolation is switched off.
// This is a convenience, as it allows you to easy turn off interpolation
// without changing any code.
- if (!is_physics_interpolated_and_enabled()) {
- return get_global_transform();
+ if (data.fti_global_xform_interp_set && is_physics_interpolated_and_enabled() && !Engine::get_singleton()->is_in_physics_frame() && is_visible_in_tree()) {
+ return data.global_transform_interpolated;
}
- // If we are in the physics frame, the interpolated global transform is meaningless.
+ return get_global_transform();
+#else
+ // OLD METHOD - deprecated since moving to SceneTreeFTI,
+ // but leaving for reference and comparison for debugging.
+
// However, there is an exception, we may want to use this as a means of starting off the client
// interpolation pump if not already started (when _is_physics_interpolated_client_side() is false).
if (Engine::get_singleton()->is_in_physics_frame() && _is_physics_interpolated_client_side()) {
@@ -408,6 +449,7 @@ Transform Spatial::get_global_transform_interpolated() {
}
return _get_global_transform_interpolated(Engine::get_singleton()->get_physics_interpolation_fraction());
+#endif
}
Transform Spatial::get_global_transform() const {
@@ -473,6 +515,7 @@ Transform Spatial::get_relative_transform(const Node *p_parent) const {
}
void Spatial::set_translation(const Vector3 &p_translation) {
+ fti_notify_node_changed();
data.local_transform.origin = p_translation;
_change_notify("transform");
_propagate_transform_changed(this);
@@ -482,6 +525,7 @@ void Spatial::set_translation(const Vector3 &p_translation) {
}
void Spatial::set_rotation(const Vector3 &p_euler_rad) {
+ fti_notify_node_changed();
if (data.dirty & DIRTY_VECTORS) {
data.scale = data.local_transform.basis.get_scale();
data.dirty &= ~DIRTY_VECTORS;
@@ -501,6 +545,7 @@ void Spatial::set_rotation_degrees(const Vector3 &p_euler_deg) {
}
void Spatial::set_scale(const Vector3 &p_scale) {
+ fti_notify_node_changed();
if (data.dirty & DIRTY_VECTORS) {
data.rotation = data.local_transform.basis.get_rotation();
data.dirty &= ~DIRTY_VECTORS;
@@ -1106,6 +1151,11 @@ Spatial::Spatial() :
data.disable_scale = false;
data.vi_visible = true;
data.merging_allowed = true;
+
+ data.fti_on_frame_list = false;
+ data.fti_on_tick_list = false;
+ data.fti_global_xform_interp_set = false;
+
data.merging_mode = MERGING_MODE_INHERIT;
data.client_physics_interpolation_data = nullptr;
@@ -1123,4 +1173,8 @@ Spatial::Spatial() :
Spatial::~Spatial() {
_disable_client_physics_interpolation();
+
+ if (is_inside_tree()) {
+ get_tree()->get_scene_tree_fti().spatial_notify_delete(this);
+ }
}
diff --git a/scene/main/spatial.h b/scene/main/spatial.h
index 84f79cbac..66565d13c 100644
--- a/scene/main/spatial.h
+++ b/scene/main/spatial.h
@@ -55,6 +55,8 @@ class Spatial : public Node {
GDCLASS(Spatial, Node);
OBJ_CATEGORY("3D");
+ friend class SceneTreeFTI;
+
public:
enum MergingMode : unsigned int {
MERGING_MODE_INHERIT,
@@ -77,15 +79,27 @@ private:
DIRTY_NONE = 0,
DIRTY_VECTORS = 1,
DIRTY_LOCAL = 2,
- DIRTY_GLOBAL = 4
+ DIRTY_GLOBAL = 4,
+ DIRTY_GLOBAL_INTERPOLATED = 8,
};
mutable SelfList xform_change;
SelfList _client_physics_interpolation_spatials_list;
struct Data {
+ // Interpolated global transform - correct on the frame only.
+ // Only used with FTI.
+ Transform global_transform_interpolated;
+
+ // Current xforms are either
+ // * Used for everything (when not using FTI)
+ // * Correct on the physics tick (when using FTI)
mutable Transform global_transform;
mutable Transform local_transform;
+
+ // Only used with FTI.
+ Transform local_transform_prev;
+
mutable Vector3 rotation;
mutable Vector3 scale;
@@ -109,6 +123,11 @@ private:
bool visible : 1;
bool disable_scale : 1;
+ // Scene tree interpolation
+ bool fti_on_frame_list : 1;
+ bool fti_on_tick_list : 1;
+ bool fti_global_xform_interp_set : 1;
+
bool merging_allowed : 1;
int children_lock;
@@ -145,9 +164,27 @@ protected:
bool _is_vi_visible() const {
return data.vi_visible;
}
+
Transform _get_global_transform_interpolated(real_t p_interpolation_fraction);
+ const Transform &_get_cached_global_transform_interpolated() const { return data.global_transform_interpolated; }
void _disable_client_physics_interpolation();
+ // Calling this announces to the FTI system that a node has been moved,
+ // or requires an update in terms of interpolation
+ // (e.g. changing Camera zoom even if position hasn't changed).
+ void fti_notify_node_changed();
+
+ // Opportunity after FTI to update the servers
+ // with global_transform_interpolated,
+ // and any custom interpolated data in derived classes.
+ // Make sure to call the parent class fti_update_servers(),
+ // so all data is updated to the servers.
+ virtual void fti_update_servers() {}
+
+ // Pump the FTI data, also gives a chance for inherited classes
+ // to pump custom data, but they *must* call the base class here too.
+ virtual void fti_pump();
+
void _notification(int p_what);
static void _bind_methods();
diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h
index 71e61ce70..7f88d71b0 100644
--- a/servers/rendering/rasterizer.h
+++ b/servers/rendering/rasterizer.h
@@ -92,16 +92,8 @@ public:
RID material_override;
RID material_overlay;
- // This is the main transform to be drawn with ..
- // This will either be the interpolated transform (when using fixed timestep interpolation)
- // or the ONLY transform (when not using FTI).
Transform transform;
- // for interpolation we store the current transform (this physics tick)
- // and the transform in the previous tick
- Transform transform_curr;
- Transform transform_prev;
-
int depth_layer;
uint32_t layer_mask;
@@ -123,16 +115,6 @@ public:
bool baked_light : 1; //this flag is only to know if it actually did use baked light
bool redraw_if_visible : 1;
- bool on_interpolate_list : 1;
- bool on_interpolate_transform_list : 1;
- bool interpolated : 1;
- TransformInterpolator::Method interpolation_method : 3;
-
- // For fixed timestep interpolation.
- // Note 32 bits is plenty for checksum, no need for real_t
- float transform_checksum_curr;
- float transform_checksum_prev;
-
float depth; //used for sorting
SelfList dependency_item;
@@ -158,12 +140,6 @@ public:
lightmap_capture = nullptr;
lightmap_slice = -1;
lightmap_uv_rect = Rect2(0, 0, 1, 1);
- on_interpolate_list = false;
- on_interpolate_transform_list = false;
- interpolated = true;
- interpolation_method = TransformInterpolator::INTERP_LERP;
- transform_checksum_curr = 0.0;
- transform_checksum_prev = 0.0;
}
};
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h
index 88c1a7216..6e86bd092 100644
--- a/servers/rendering/rendering_server_raster.h
+++ b/servers/rendering/rendering_server_raster.h
@@ -569,8 +569,6 @@ public:
BIND2(instance_set_layer_mask, RID, uint32_t)
BIND3(instance_set_pivot_data, RID, float, bool)
BIND2(instance_set_transform, RID, const Transform &)
- BIND2(instance_set_interpolated, RID, bool)
- BIND1(instance_reset_physics_interpolation, RID)
BIND2(instance_attach_object_instance_id, RID, ObjectID)
BIND3(instance_set_blend_shape_weight, RID, int, float)
BIND3(instance_set_surface_material, RID, int, RID)
diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp
index 853cf2aba..7685f6943 100644
--- a/servers/rendering/rendering_server_scene.cpp
+++ b/servers/rendering/rendering_server_scene.cpp
@@ -675,9 +675,6 @@ void RenderingServerScene::instance_set_scenario(RID p_instance, RID p_scenario)
_instance_destroy_occlusion_rep(instance);
}
- // remove any interpolation data associated with the instance in this scenario
- _interpolation_data.notify_free_instance(p_instance, *instance);
-
switch (instance->base_type) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast(instance->base_data);
@@ -767,27 +764,6 @@ void RenderingServerScene::instance_set_pivot_data(RID p_instance, float p_sorti
instance->use_aabb_center = p_use_aabb_center;
}
-void RenderingServerScene::instance_reset_physics_interpolation(RID p_instance) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (_interpolation_data.interpolation_enabled && instance->interpolated) {
- instance->transform_prev = instance->transform_curr;
- instance->transform_checksum_prev = instance->transform_checksum_curr;
-
-#ifdef VISUAL_SERVER_DEBUG_PHYSICS_INTERPOLATION
- print_line("instance_reset_physics_interpolation .. tick " + itos(Engine::get_singleton()->get_physics_frames()));
- print_line("\tprev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x));
-#endif
- }
-}
-
-void RenderingServerScene::instance_set_interpolated(RID p_instance, bool p_interpolated) {
- Instance *instance = instance_owner.get(p_instance);
- ERR_FAIL_COND(!instance);
- instance->interpolated = p_interpolated;
-}
-
void RenderingServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
@@ -796,40 +772,8 @@ void RenderingServerScene::instance_set_transform(RID p_instance, const Transfor
print_line("instance_set_transform " + rtos(p_transform.origin.x) + " .. tick " + itos(Engine::get_singleton()->get_physics_frames()));
#endif
- if (!(_interpolation_data.interpolation_enabled && instance->interpolated) || !instance->scenario) {
- if (instance->transform == p_transform) {
- return; //must be checked to avoid worst evil
- }
-
-#ifdef DEBUG_ENABLED
-
- for (int i = 0; i < 4; i++) {
- const Vector3 &v = i < 3 ? p_transform.basis.rows[i] : p_transform.origin;
- ERR_FAIL_COND(Math::is_inf(v.x));
- ERR_FAIL_COND(Math::is_nan(v.x));
- ERR_FAIL_COND(Math::is_inf(v.y));
- ERR_FAIL_COND(Math::is_nan(v.y));
- ERR_FAIL_COND(Math::is_inf(v.z));
- ERR_FAIL_COND(Math::is_nan(v.z));
- }
-
-#endif
- instance->transform = p_transform;
- _instance_queue_update(instance, true);
- return;
- }
-
- float new_checksum = TransformInterpolator::checksum_transform(p_transform);
- bool checksums_match = (instance->transform_checksum_curr == new_checksum) && (instance->transform_checksum_prev == new_checksum);
-
- // we can't entirely reject no changes because we need the interpolation
- // system to keep on stewing
-
- // Optimized check. First checks the checksums. If they pass it does the slow check at the end.
- // Alternatively we can do this non-optimized and ignore the checksum...
- // if no change
- if (checksums_match && (instance->transform_curr == p_transform) && (instance->transform_prev == p_transform)) {
- return;
+ if (instance->transform == p_transform) {
+ return; //must be checked to avoid worst evil
}
#ifdef DEBUG_ENABLED
@@ -846,53 +790,10 @@ void RenderingServerScene::instance_set_transform(RID p_instance, const Transfor
#endif
- instance->transform_curr = p_transform;
-
- // keep checksums up to date
- instance->transform_checksum_curr = new_checksum;
-
- if (!instance->on_interpolate_transform_list) {
- _interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
- instance->on_interpolate_transform_list = true;
- } else {
- DEV_ASSERT(_interpolation_data.instance_transform_update_list_curr->size());
- }
-
- // If the instance is invisible, then we are simply updating the data flow, there is no need to calculate the interpolated
- // transform or anything else.
- // Ideally we would not even call the RenderingServer::set_transform() when invisible but that would entail having logic
- // to keep track of the previous transform on the SceneTree side. The "early out" below is less efficient but a lot cleaner codewise.
- if (!instance->visible) {
- return;
- }
-
- // decide on the interpolation method .. slerp if possible
- instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
-
- if (!instance->on_interpolate_list) {
- _interpolation_data.instance_interpolate_update_list.push_back(p_instance);
- instance->on_interpolate_list = true;
- } else {
- DEV_ASSERT(_interpolation_data.instance_interpolate_update_list.size());
- }
-
+ instance->transform = p_transform;
_instance_queue_update(instance, true);
}
-void RenderingServerScene::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) {
- r_instance.on_interpolate_list = false;
- r_instance.on_interpolate_transform_list = false;
-
- if (!interpolation_enabled) {
- return;
- }
-
- // if the instance was on any of the lists, remove
- instance_interpolate_update_list.erase_multiple_unordered(p_rid);
- instance_transform_update_list_curr->erase_multiple_unordered(p_rid);
- instance_transform_update_list_prev->erase_multiple_unordered(p_rid);
-}
-
void RenderingServerScene::update_interpolation_tick(bool p_process) {
#ifdef VISUAL_SERVER_DEBUG_PHYSICS_INTERPOLATION
print_line("update_interpolation_tick " + itos(Engine::get_singleton()->get_physics_frames()));
@@ -900,84 +801,11 @@ void RenderingServerScene::update_interpolation_tick(bool p_process) {
// update interpolation in storage
RSG::storage->update_interpolation_tick(p_process);
-
- // detect any that were on the previous transform list that are no longer active,
- // we should remove them from the interpolate list
-
- for (unsigned int n = 0; n < _interpolation_data.instance_transform_update_list_prev->size(); n++) {
- const RID &rid = (*_interpolation_data.instance_transform_update_list_prev)[n];
- Instance *instance = instance_owner.getornull(rid);
-
- bool active = true;
-
- // no longer active? (either the instance deleted or no longer being transformed)
- if (instance && !instance->on_interpolate_transform_list) {
- active = false;
- instance->on_interpolate_list = false;
-
- // make sure the most recent transform is set
- instance->transform = instance->transform_curr;
-
- // and that both prev and current are the same, just in case of any interpolations
- instance->transform_prev = instance->transform_curr;
-
- // make sure are updated one more time to ensure the AABBs are correct
- _instance_queue_update(instance, true);
- }
-
- if (!instance) {
- active = false;
- }
-
- if (!active) {
- _interpolation_data.instance_interpolate_update_list.erase(rid);
- }
- }
-
- // and now for any in the transform list (being actively interpolated), keep the previous transform
- // value up to date ready for the next tick
- if (p_process) {
- for (unsigned int n = 0; n < _interpolation_data.instance_transform_update_list_curr->size(); n++) {
- const RID &rid = (*_interpolation_data.instance_transform_update_list_curr)[n];
- Instance *instance = instance_owner.getornull(rid);
- if (instance) {
- instance->transform_prev = instance->transform_curr;
- instance->transform_checksum_prev = instance->transform_checksum_curr;
- instance->on_interpolate_transform_list = false;
- }
- }
- }
-
- // we maintain a mirror list for the transform updates, so we can detect when an instance
- // is no longer being transformed, and remove it from the interpolate list
- SWAP(_interpolation_data.instance_transform_update_list_curr, _interpolation_data.instance_transform_update_list_prev);
-
- // prepare for the next iteration
- _interpolation_data.instance_transform_update_list_curr->clear();
}
void RenderingServerScene::update_interpolation_frame(bool p_process) {
// update interpolation in storage
RSG::storage->update_interpolation_frame(p_process);
-
- if (p_process) {
- real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
-
- for (unsigned int i = 0; i < _interpolation_data.instance_interpolate_update_list.size(); i++) {
- const RID &rid = _interpolation_data.instance_interpolate_update_list[i];
- Instance *instance = instance_owner.getornull(rid);
- if (instance) {
- TransformInterpolator::interpolate_transform_via_method(instance->transform_prev, instance->transform_curr, instance->transform, f, instance->interpolation_method);
-
-#ifdef VISUAL_SERVER_DEBUG_PHYSICS_INTERPOLATION
- print_line("\t\tinterpolated: " + rtos(instance->transform.origin.x) + "\t( prev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x) + " ) on tick " + itos(Engine::get_singleton()->get_physics_frames()));
-#endif
-
- // make sure AABBs are constantly up to date through the interpolation
- _instance_queue_update(instance, true);
- }
- } // for n
- }
}
void RenderingServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
@@ -1031,25 +859,6 @@ void RenderingServerScene::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 (_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);
- _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) {
- _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)
@@ -4398,8 +4207,6 @@ bool RenderingServerScene::free(RID p_rid) {
Instance *instance = instance_owner.get(p_rid);
- _interpolation_data.notify_free_instance(p_rid, *instance);
-
instance_set_use_lightmap(p_rid, RID(), RID(), -1, Rect2(0, 0, 1, 1));
instance_set_scenario(p_rid, RID());
instance_set_base(p_rid, RID());
diff --git a/servers/rendering/rendering_server_scene.h b/servers/rendering/rendering_server_scene.h
index cbead9a99..53a9ff06a 100644
--- a/servers/rendering/rendering_server_scene.h
+++ b/servers/rendering/rendering_server_scene.h
@@ -398,12 +398,6 @@ public:
virtual void set_physics_interpolation_enabled(bool p_enabled);
struct InterpolationData {
- void notify_free_instance(RID p_rid, Instance &r_instance);
- LocalVector instance_interpolate_update_list;
- LocalVector instance_transform_update_lists[2];
- LocalVector *instance_transform_update_list_curr = &instance_transform_update_lists[0];
- LocalVector *instance_transform_update_list_prev = &instance_transform_update_lists[1];
-
bool interpolation_enabled = false;
} _interpolation_data;
@@ -664,8 +658,6 @@ public:
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
- virtual void instance_set_interpolated(RID p_instance, bool p_interpolated);
- virtual void instance_reset_physics_interpolation(RID p_instance);
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index b24f72283..01fa29cbf 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -478,8 +478,6 @@ public:
FUNC2(instance_set_layer_mask, RID, uint32_t)
FUNC3(instance_set_pivot_data, RID, float, bool)
FUNC2(instance_set_transform, RID, const Transform &)
- FUNC2(instance_set_interpolated, RID, bool)
- FUNC1(instance_reset_physics_interpolation, RID)
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
FUNC3(instance_set_blend_shape_weight, RID, int, float)
FUNC3(instance_set_surface_material, RID, int, RID)
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 9f6cdca54..e327a18a0 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2168,8 +2168,6 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &RenderingServer::instance_set_scenario);
ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform);
- ClassDB::bind_method(D_METHOD("instance_set_interpolated", "instance", "interpolated"), &RenderingServer::instance_set_interpolated);
- ClassDB::bind_method(D_METHOD("instance_reset_physics_interpolation", "instance"), &RenderingServer::instance_reset_physics_interpolation);
ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id);
ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
ClassDB::bind_method(D_METHOD("instance_set_surface_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_material);
@@ -2187,7 +2185,9 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &RenderingServer::_instances_cull_aabb_bind, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &RenderingServer::_instances_cull_ray_bind, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &RenderingServer::_instances_cull_convex_bind, DEFVAL(RID()));
+
#endif
+
ClassDB::bind_method(D_METHOD("canvas_create"), &RenderingServer::canvas_create);
ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &RenderingServer::canvas_set_item_mirroring);
ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &RenderingServer::canvas_set_modulate);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 09df9f7b2..70252ea5e 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -876,8 +876,6 @@ public:
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
- virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0;
- virtual void instance_reset_physics_interpolation(RID p_instance) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;