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475 lines
16 KiB
C++
475 lines
16 KiB
C++
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/**************************************************************************/
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/* scene_tree_fti.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef _3D_DISABLED
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#include "scene_tree_fti.h"
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#include "core/config/engine.h"
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#include "core/math/transform_interpolator.h"
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#include "core/os/os.h"
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#include "scene/3d/visual_instance_3d.h"
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// Uncomment this to enable some slow extra DEV_ENABLED
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// checks to ensure there aren't more than one object added to the lists.
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// #define GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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void SceneTreeFTI::_reset_flags(Node *p_node) {
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Node3D *s = Object::cast_to<Node3D>(p_node);
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if (s) {
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s->data.fti_on_tick_xform_list = false;
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s->data.fti_on_tick_property_list = false;
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s->data.fti_on_frame_xform_list = false;
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s->data.fti_on_frame_property_list = false;
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s->data.fti_global_xform_interp_set = false;
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s->data.fti_frame_xform_force_update = false;
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// In most cases the later NOTIFICATION_RESET_PHYSICS_INTERPOLATION
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// will reset this, but this should help cover hidden nodes.
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s->data.local_transform_prev = s->get_transform();
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}
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for (int n = 0; n < p_node->get_child_count(); n++) {
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_reset_flags(p_node->get_child(n));
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}
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}
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void SceneTreeFTI::set_enabled(Node *p_root, bool p_enabled) {
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if (data.enabled == p_enabled) {
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return;
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}
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MutexLock(data.mutex);
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data.tick_xform_list[0].clear();
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data.tick_xform_list[1].clear();
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// Node3D flags must be reset.
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if (p_root) {
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_reset_flags(p_root);
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}
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data.enabled = p_enabled;
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}
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void SceneTreeFTI::tick_update() {
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if (!data.enabled) {
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return;
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}
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MutexLock(data.mutex);
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_update_request_resets();
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uint32_t curr_mirror = data.mirror;
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uint32_t prev_mirror = curr_mirror ? 0 : 1;
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LocalVector<Node3D *> &curr = data.tick_xform_list[curr_mirror];
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LocalVector<Node3D *> &prev = data.tick_xform_list[prev_mirror];
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// First detect on the previous list but not on this tick list.
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for (uint32_t n = 0; n < prev.size(); n++) {
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Node3D *s = prev[n];
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if (!s->data.fti_on_tick_xform_list) {
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// Needs a reset so jittering will stop.
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s->fti_pump_xform();
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// This may not get updated so set it to the same as global xform.
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// TODO: double check this is the best value.
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s->data.global_transform_interpolated = s->get_global_transform();
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// Remove from interpolation list.
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if (s->data.fti_on_frame_xform_list) {
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s->data.fti_on_frame_xform_list = false;
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}
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// Ensure that the spatial gets at least ONE further
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// update in the resting position in the next frame update.
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s->data.fti_frame_xform_force_update = true;
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}
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}
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LocalVector<Node3D *> &curr_prop = data.tick_property_list[curr_mirror];
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LocalVector<Node3D *> &prev_prop = data.tick_property_list[prev_mirror];
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// Detect on the previous property list but not on this tick list.
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for (uint32_t n = 0; n < prev_prop.size(); n++) {
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Node3D *s = prev_prop[n];
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if (!s->data.fti_on_tick_property_list) {
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// Needs a reset so jittering will stop.
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s->fti_pump_xform();
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// Ensure the servers are up to date with the final resting value.
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s->fti_update_servers_property();
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// Remove from interpolation list.
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if (s->data.fti_on_frame_property_list) {
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s->data.fti_on_frame_property_list = false;
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data.frame_property_list.erase_unordered(s);
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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DEV_CHECK_ONCE(data.frame_property_list.find(s) == -1);
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#endif
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}
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}
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}
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// Pump all on the property list that are NOT on the tick list.
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for (uint32_t n = 0; n < curr_prop.size(); n++) {
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Node3D *s = curr_prop[n];
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// Reset, needs to be marked each tick.
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s->data.fti_on_tick_property_list = false;
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s->fti_pump_property();
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}
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// Now pump all on the current list.
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for (uint32_t n = 0; n < curr.size(); n++) {
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Node3D *s = curr[n];
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// Reset, needs to be marked each tick.
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s->data.fti_on_tick_xform_list = false;
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// Pump.
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s->fti_pump_xform();
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}
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// Clear previous list and flip.
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prev.clear();
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prev_prop.clear();
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data.mirror = prev_mirror;
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}
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void SceneTreeFTI::_update_request_resets() {
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// For instance when first adding to the tree, when the previous transform is
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// unset, to prevent streaking from the origin.
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for (uint32_t n = 0; n < data.request_reset_list.size(); n++) {
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Node3D *s = data.request_reset_list[n];
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if (s->_is_physics_interpolation_reset_requested()) {
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if (s->_is_vi_visible() && !s->_is_using_identity_transform()) {
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s->notification(Node3D::NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
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}
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s->_set_physics_interpolation_reset_requested(false);
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}
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}
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data.request_reset_list.clear();
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}
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void SceneTreeFTI::node_3d_request_reset(Node3D *p_node) {
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DEV_CHECK_ONCE(data.enabled);
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DEV_ASSERT(p_node);
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MutexLock(data.mutex);
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if (!p_node->_is_physics_interpolation_reset_requested()) {
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p_node->_set_physics_interpolation_reset_requested(true);
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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DEV_CHECK_ONCE(data.request_reset_list.find(p_node) == -1);
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#endif
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data.request_reset_list.push_back(p_node);
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}
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}
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void SceneTreeFTI::_node_3d_notify_set_property(Node3D &r_node) {
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if (!r_node.is_physics_interpolated()) {
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return;
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}
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DEV_CHECK_ONCE(data.enabled);
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// Note that a Node3D can be on BOTH the transform list and the property list.
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if (!r_node.data.fti_on_tick_property_list) {
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r_node.data.fti_on_tick_property_list = true;
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// Should only appear once in the property list.
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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DEV_CHECK_ONCE(data.tick_property_list[data.mirror].find(&r_node) == -1);
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#endif
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data.tick_property_list[data.mirror].push_back(&r_node);
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}
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if (!r_node.data.fti_on_frame_property_list) {
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r_node.data.fti_on_frame_property_list = true;
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// Should only appear once in the property frame list.
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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DEV_CHECK_ONCE(data.frame_property_list.find(&r_node) == -1);
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#endif
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data.frame_property_list.push_back(&r_node);
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}
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}
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void SceneTreeFTI::_node_3d_notify_set_xform(Node3D &r_node) {
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DEV_CHECK_ONCE(data.enabled);
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if (!r_node.is_physics_interpolated()) {
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// Force an update of non-interpolated to servers
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// on the next traversal.
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r_node.data.fti_frame_xform_force_update = true;
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return;
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}
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if (!r_node.data.fti_on_tick_xform_list) {
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r_node.data.fti_on_tick_xform_list = true;
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// Should only appear once in the xform list.
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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DEV_CHECK_ONCE(data.tick_xform_list[data.mirror].find(&r_node) == -1);
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#endif
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data.tick_xform_list[data.mirror].push_back(&r_node);
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// The following flag could have been previously set
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// (for removal from the tick list).
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// We no longer need this guarantee,
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// however there is probably no downside to leaving it set
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// as it will be cleared on the next frame anyway.
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// This line is left for reference.
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// r_spatial.data.fti_frame_xform_force_update = false;
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}
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if (!r_node.data.fti_on_frame_xform_list) {
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r_node.data.fti_on_frame_xform_list = true;
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}
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}
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void SceneTreeFTI::node_3d_notify_delete(Node3D *p_node) {
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if (!data.enabled) {
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return;
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}
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ERR_FAIL_NULL(p_node);
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MutexLock(data.mutex);
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p_node->data.fti_on_frame_xform_list = false;
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// Ensure this is kept in sync with the lists, in case a node
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// is removed and re-added to the scene tree multiple times
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// on the same frame / tick.
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p_node->_set_physics_interpolation_reset_requested(false);
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// This can potentially be optimized for large scenes with large churn,
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// as it will be doing a linear search through the lists.
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data.tick_xform_list[0].erase_unordered(p_node);
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data.tick_xform_list[1].erase_unordered(p_node);
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data.tick_property_list[0].erase_unordered(p_node);
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data.tick_property_list[1].erase_unordered(p_node);
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data.frame_property_list.erase_unordered(p_node);
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data.request_reset_list.erase_unordered(p_node);
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#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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// There should only be one occurrence on the lists.
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// Check this in DEV_ENABLED builds.
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DEV_CHECK_ONCE(data.tick_xform_list[0].find(p_node) == -1);
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DEV_CHECK_ONCE(data.tick_xform_list[1].find(p_node) == -1);
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DEV_CHECK_ONCE(data.tick_property_list[0].find(p_node) == -1);
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DEV_CHECK_ONCE(data.tick_property_list[1].find(p_node) == -1);
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DEV_CHECK_ONCE(data.frame_property_list.find(p_node) == -1);
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DEV_CHECK_ONCE(data.request_reset_list.find(p_node) == -1);
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#endif
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}
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void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, float p_interpolation_fraction, bool p_active, const Transform3D *p_parent_global_xform, int p_depth) {
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Node3D *s = Object::cast_to<Node3D>(p_node);
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// Don't recurse into hidden branches.
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if (s && !s->is_visible()) {
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// NOTE : If we change from recursing entire tree, we should do an is_visible_in_tree()
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// check for the first of the branch.
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return;
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}
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// Not a Node3D.
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// Could be e.g. a viewport or something
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// so we should still recurse to children.
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if (!s) {
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for (int n = 0; n < p_node->get_child_count(); n++) {
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_update_dirty_nodes(p_node->get_child(n), p_current_frame, p_interpolation_fraction, p_active, nullptr, p_depth + 1);
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}
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return;
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}
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// We are going to be using data.global_transform, so
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// we need to ensure data.global_transform is not dirty!
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if (s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_TRANSFORM)) {
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_ALLOW_DISCARD_ s->get_global_transform();
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}
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// Start the active interpolation chain from here onwards
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// as we recurse further into the SceneTree.
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// Once we hit an active (interpolated) node, we have to fully
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// process all ancestors because their xform will also change.
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// Anything not moving (inactive) higher in the tree need not be processed.
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if (!p_active) {
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if (data.frame_start) {
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// On the frame start, activate whenever we hit something that requests interpolation.
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if (s->data.fti_on_frame_xform_list || s->data.fti_frame_xform_force_update) {
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p_active = true;
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}
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} else {
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// On the frame end, we want to re-interpolate *anything* that has moved
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// since the frame start.
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if (s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM)) {
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p_active = true;
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}
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}
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}
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if (data.frame_start) {
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// Mark on the Node3D whether we have set global_transform_interp.
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// This can later be used when calling `get_global_transform_interpolated()`
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// to know which xform to return.
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s->data.fti_global_xform_interp_set = p_active;
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}
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if (p_active) {
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#if 0
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bool dirty = s->data.dirty & Node3D::DIRTY_GLOBAL_INTERP;
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if (data.debug) {
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String sz;
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for (int n = 0; n < p_depth; n++) {
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sz += "\t";
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}
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print_line(sz + p_node->get_name() + (dirty ? " DIRTY" : ""));
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}
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#endif
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// First calculate our local xform.
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// This will either use interpolation, or just use the current local if not interpolated.
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Transform3D local_interp;
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if (s->is_physics_interpolated()) {
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// Make sure to call `get_transform()` rather than using local_transform directly, because
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// local_transform may be dirty and need updating from rotation / scale.
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TransformInterpolator::interpolate_transform_3d(s->data.local_transform_prev, s->get_transform(), local_interp, p_interpolation_fraction);
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} else {
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local_interp = s->get_transform();
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}
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// Concatenate parent xform.
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if (!s->is_set_as_top_level()) {
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if (p_parent_global_xform) {
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s->data.global_transform_interpolated = (*p_parent_global_xform) * local_interp;
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} else {
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const Node3D *parent = s->get_parent_node_3d();
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|
||
|
if (parent) {
|
||
|
const Transform3D &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;
|
||
|
}
|
||
|
|
||
|
// Watch for this, disable_scale can cause incredibly confusing bugs
|
||
|
// and must be checked for when calculating global xforms.
|
||
|
if (s->data.disable_scale) {
|
||
|
s->data.global_transform_interpolated.basis.orthonormalize();
|
||
|
}
|
||
|
|
||
|
// Upload to RenderingServer the interpolated global xform.
|
||
|
s->fti_update_servers_xform();
|
||
|
|
||
|
// Only do this at most for one frame,
|
||
|
// it is used to catch objects being removed from the tick lists
|
||
|
// that have a deferred frame update.
|
||
|
s->data.fti_frame_xform_force_update = false;
|
||
|
|
||
|
} // if active.
|
||
|
|
||
|
// Remove the dirty interp flag from EVERYTHING as we go.
|
||
|
s->_clear_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM);
|
||
|
|
||
|
// Recurse to children.
|
||
|
for (int n = 0; n < p_node->get_child_count(); n++) {
|
||
|
_update_dirty_nodes(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;
|
||
|
}
|
||
|
MutexLock(data.mutex);
|
||
|
|
||
|
_update_request_resets();
|
||
|
|
||
|
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_nodes(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
|
||
|
|
||
|
// Update the properties once off at the end of the frame.
|
||
|
// No need for two passes for properties.
|
||
|
if (!p_frame_start) {
|
||
|
for (uint32_t n = 0; n < data.frame_property_list.size(); n++) {
|
||
|
Node3D *s = data.frame_property_list[n];
|
||
|
s->fti_update_servers_property();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif // ndef _3D_DISABLED
|