godot/scene/main/scene_tree_fti.cpp

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/**************************************************************************/
/* 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/math/transform_interpolator.h"
#include "core/os/os.h"
#include "scene/3d/visual_instance_3d.h"
// Uncomment this to enable some slow extra DEV_ENABLED
// checks to ensure there aren't more than one object added to the lists.
// #define GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
void SceneTreeFTI::_reset_flags(Node *p_node) {
Node3D *s = Object::cast_to<Node3D>(p_node);
if (s) {
s->data.fti_on_tick_xform_list = false;
s->data.fti_on_tick_property_list = false;
s->data.fti_on_frame_xform_list = false;
s->data.fti_on_frame_property_list = false;
s->data.fti_global_xform_interp_set = false;
s->data.fti_frame_xform_force_update = 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->get_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;
}
MutexLock(data.mutex);
data.tick_xform_list[0].clear();
data.tick_xform_list[1].clear();
// Node3D flags must be reset.
if (p_root) {
_reset_flags(p_root);
}
data.enabled = p_enabled;
}
void SceneTreeFTI::tick_update() {
if (!data.enabled) {
return;
}
MutexLock(data.mutex);
_update_request_resets();
uint32_t curr_mirror = data.mirror;
uint32_t prev_mirror = curr_mirror ? 0 : 1;
LocalVector<Node3D *> &curr = data.tick_xform_list[curr_mirror];
LocalVector<Node3D *> &prev = data.tick_xform_list[prev_mirror];
// First detect on the previous list but not on this tick list.
for (uint32_t n = 0; n < prev.size(); n++) {
Node3D *s = prev[n];
if (!s->data.fti_on_tick_xform_list) {
// Needs a reset so jittering will stop.
s->fti_pump_xform();
// 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_xform_list) {
s->data.fti_on_frame_xform_list = false;
}
// Ensure that the spatial gets at least ONE further
// update in the resting position in the next frame update.
s->data.fti_frame_xform_force_update = true;
}
}
LocalVector<Node3D *> &curr_prop = data.tick_property_list[curr_mirror];
LocalVector<Node3D *> &prev_prop = data.tick_property_list[prev_mirror];
// Detect on the previous property list but not on this tick list.
for (uint32_t n = 0; n < prev_prop.size(); n++) {
Node3D *s = prev_prop[n];
if (!s->data.fti_on_tick_property_list) {
// Needs a reset so jittering will stop.
s->fti_pump_xform();
// Ensure the servers are up to date with the final resting value.
s->fti_update_servers_property();
// Remove from interpolation list.
if (s->data.fti_on_frame_property_list) {
s->data.fti_on_frame_property_list = false;
data.frame_property_list.erase_unordered(s);
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
DEV_CHECK_ONCE(data.frame_property_list.find(s) == -1);
#endif
}
}
}
// Pump all on the property list that are NOT on the tick list.
for (uint32_t n = 0; n < curr_prop.size(); n++) {
Node3D *s = curr_prop[n];
// Reset, needs to be marked each tick.
s->data.fti_on_tick_property_list = false;
s->fti_pump_property();
}
// Now pump all on the current list.
for (uint32_t n = 0; n < curr.size(); n++) {
Node3D *s = curr[n];
// Reset, needs to be marked each tick.
s->data.fti_on_tick_xform_list = false;
// Pump.
s->fti_pump_xform();
}
// Clear previous list and flip.
prev.clear();
prev_prop.clear();
data.mirror = prev_mirror;
}
void SceneTreeFTI::_update_request_resets() {
// For instance when first adding to the tree, when the previous transform is
// unset, to prevent streaking from the origin.
for (uint32_t n = 0; n < data.request_reset_list.size(); n++) {
Node3D *s = data.request_reset_list[n];
if (s->_is_physics_interpolation_reset_requested()) {
if (s->_is_vi_visible() && !s->_is_using_identity_transform()) {
s->notification(Node3D::NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
}
s->_set_physics_interpolation_reset_requested(false);
}
}
data.request_reset_list.clear();
}
void SceneTreeFTI::node_3d_request_reset(Node3D *p_node) {
DEV_CHECK_ONCE(data.enabled);
DEV_ASSERT(p_node);
MutexLock(data.mutex);
if (!p_node->_is_physics_interpolation_reset_requested()) {
p_node->_set_physics_interpolation_reset_requested(true);
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
DEV_CHECK_ONCE(data.request_reset_list.find(p_node) == -1);
#endif
data.request_reset_list.push_back(p_node);
}
}
void SceneTreeFTI::_node_3d_notify_set_property(Node3D &r_node) {
if (!r_node.is_physics_interpolated()) {
return;
}
DEV_CHECK_ONCE(data.enabled);
// Note that a Node3D can be on BOTH the transform list and the property list.
if (!r_node.data.fti_on_tick_property_list) {
r_node.data.fti_on_tick_property_list = true;
// Should only appear once in the property list.
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
DEV_CHECK_ONCE(data.tick_property_list[data.mirror].find(&r_node) == -1);
#endif
data.tick_property_list[data.mirror].push_back(&r_node);
}
if (!r_node.data.fti_on_frame_property_list) {
r_node.data.fti_on_frame_property_list = true;
// Should only appear once in the property frame list.
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
DEV_CHECK_ONCE(data.frame_property_list.find(&r_node) == -1);
#endif
data.frame_property_list.push_back(&r_node);
}
}
void SceneTreeFTI::_node_3d_notify_set_xform(Node3D &r_node) {
DEV_CHECK_ONCE(data.enabled);
if (!r_node.is_physics_interpolated()) {
// Force an update of non-interpolated to servers
// on the next traversal.
r_node.data.fti_frame_xform_force_update = true;
return;
}
if (!r_node.data.fti_on_tick_xform_list) {
r_node.data.fti_on_tick_xform_list = true;
// Should only appear once in the xform list.
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
DEV_CHECK_ONCE(data.tick_xform_list[data.mirror].find(&r_node) == -1);
#endif
data.tick_xform_list[data.mirror].push_back(&r_node);
// The following flag could have been previously set
// (for removal from the tick list).
// We no longer need this guarantee,
// however there is probably no downside to leaving it set
// as it will be cleared on the next frame anyway.
// This line is left for reference.
// r_spatial.data.fti_frame_xform_force_update = false;
}
if (!r_node.data.fti_on_frame_xform_list) {
r_node.data.fti_on_frame_xform_list = true;
}
}
void SceneTreeFTI::node_3d_notify_delete(Node3D *p_node) {
if (!data.enabled) {
return;
}
ERR_FAIL_NULL(p_node);
MutexLock(data.mutex);
p_node->data.fti_on_frame_xform_list = false;
// Ensure this is kept in sync with the lists, in case a node
// is removed and re-added to the scene tree multiple times
// on the same frame / tick.
p_node->_set_physics_interpolation_reset_requested(false);
// This can potentially be optimized for large scenes with large churn,
// as it will be doing a linear search through the lists.
data.tick_xform_list[0].erase_unordered(p_node);
data.tick_xform_list[1].erase_unordered(p_node);
data.tick_property_list[0].erase_unordered(p_node);
data.tick_property_list[1].erase_unordered(p_node);
data.frame_property_list.erase_unordered(p_node);
data.request_reset_list.erase_unordered(p_node);
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
// There should only be one occurrence on the lists.
// Check this in DEV_ENABLED builds.
DEV_CHECK_ONCE(data.tick_xform_list[0].find(p_node) == -1);
DEV_CHECK_ONCE(data.tick_xform_list[1].find(p_node) == -1);
DEV_CHECK_ONCE(data.tick_property_list[0].find(p_node) == -1);
DEV_CHECK_ONCE(data.tick_property_list[1].find(p_node) == -1);
DEV_CHECK_ONCE(data.frame_property_list.find(p_node) == -1);
DEV_CHECK_ONCE(data.request_reset_list.find(p_node) == -1);
#endif
}
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) {
Node3D *s = Object::cast_to<Node3D>(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 Node3D.
// 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_nodes(p_node->get_child(n), p_current_frame, p_interpolation_fraction, p_active, nullptr, p_depth + 1);
}
return;
}
// We are going to be using data.global_transform, so
// we need to ensure data.global_transform is not dirty!
if (s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_TRANSFORM)) {
_ALLOW_DISCARD_ s->get_global_transform();
}
// 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_xform_list || s->data.fti_frame_xform_force_update) {
p_active = true;
}
} else {
// On the frame end, we want to re-interpolate *anything* that has moved
// since the frame start.
if (s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM)) {
p_active = true;
}
}
}
if (data.frame_start) {
// Mark on the Node3D 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 & Node3D::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.
Transform3D local_interp;
if (s->is_physics_interpolated()) {
// Make sure to call `get_transform()` rather than using local_transform directly, because
// local_transform may be dirty and need updating from rotation / scale.
TransformInterpolator::interpolate_transform_3d(s->data.local_transform_prev, s->get_transform(), local_interp, p_interpolation_fraction);
} else {
local_interp = s->get_transform();
}
// Concatenate parent xform.
if (!s->is_set_as_top_level()) {
if (p_parent_global_xform) {
s->data.global_transform_interpolated = (*p_parent_global_xform) * local_interp;
} else {
const Node3D *parent = s->get_parent_node_3d();
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