FTI - Change SceneTree global setting to static

Also fixup FTI configuration warnings so that they only output when the project is using FTI.
This commit is contained in:
lawnjelly 2025-06-23 10:15:39 +01:00
parent 242b8ff80a
commit 583c72f999
11 changed files with 30 additions and 17 deletions

View file

@ -216,7 +216,7 @@ void Light2D::_notification(int p_what) {
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (is_visible_in_tree() && is_physics_interpolated()) {
if (is_visible_in_tree() && is_physics_interpolated_and_enabled()) {
// Explicitly make sure the transform is up to date in RenderingServer before
// resetting. This is necessary because NOTIFICATION_TRANSFORM_CHANGED
// is normally deferred, and a client change to transform will not always be sent

View file

@ -206,7 +206,7 @@ void LightOccluder2D::_notification(int p_what) {
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (is_visible_in_tree() && is_physics_interpolated()) {
if (is_visible_in_tree() && is_physics_interpolated_and_enabled()) {
// Explicitly make sure the transform is up to date in RenderingServer before
// resetting. This is necessary because NOTIFICATION_TRANSFORM_CHANGED
// is normally deferred, and a client change to transform will not always be sent

View file

@ -173,7 +173,7 @@ void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
PackedStringArray PhysicsBody2D::get_configuration_warnings() const {
PackedStringArray warnings = CollisionObject2D::get_configuration_warnings();
if (!is_physics_interpolated()) {
if (SceneTree::is_fti_enabled_in_project() && !is_physics_interpolated()) {
warnings.push_back(RTR("PhysicsBody2D will not work correctly on a non-interpolated branch of the SceneTree.\nCheck the node's inherited physics_interpolation_mode."));
}

View file

@ -239,7 +239,7 @@ void TileMapLayer::_rendering_update(bool p_force_cleanup) {
}
// Update all dirty quadrants.
bool needs_set_not_interpolated = is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && !is_physics_interpolated();
bool needs_set_not_interpolated = SceneTree::is_fti_enabled() && !is_physics_interpolated();
for (SelfList<RenderingQuadrant> *quadrant_list_element = dirty_rendering_quadrant_list.first(); quadrant_list_element;) {
SelfList<RenderingQuadrant> *next_quadrant_list_element = quadrant_list_element->next(); // "Hack" to clear the list while iterating.
@ -593,7 +593,7 @@ void TileMapLayer::_rendering_occluders_update_cell(CellData &r_cell_data) {
bool transpose = (r_cell_data.cell.alternative_tile & TileSetAtlasSource::TRANSFORM_TRANSPOSE);
// Create, update or clear occluders.
bool needs_set_not_interpolated = is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && !is_physics_interpolated();
bool needs_set_not_interpolated = SceneTree::is_fti_enabled() && !is_physics_interpolated();
for (uint32_t occlusion_layer_index = 0; occlusion_layer_index < r_cell_data.occluders.size(); occlusion_layer_index++) {
LocalVector<RID> &occluders = r_cell_data.occluders[occlusion_layer_index];

View file

@ -509,7 +509,7 @@ Transform3D Node3D::get_global_transform_interpolated() {
// 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_inside_tree() && get_tree()->is_physics_interpolation_enabled() && !Engine::get_singleton()->is_in_physics_frame()) {
if (SceneTree::is_fti_enabled() && is_inside_tree() && !Engine::get_singleton()->is_in_physics_frame()) {
// Note that with SceneTreeFTI, we may want to calculate interpolated transform for a node
// with physics interpolation set to OFF, if it has a parent that is ON.

View file

@ -213,7 +213,7 @@ real_t PhysicsBody3D::get_inverse_mass() const {
PackedStringArray PhysicsBody3D::get_configuration_warnings() const {
PackedStringArray warnings = CollisionObject3D::get_configuration_warnings();
if (!is_physics_interpolated()) {
if (SceneTree::is_fti_enabled_in_project() && !is_physics_interpolated()) {
warnings.push_back(RTR("PhysicsBody3D will not work correctly on a non-interpolated branch of the SceneTree.\nCheck the node's inherited physics_interpolation_mode."));
}

View file

@ -92,7 +92,7 @@ PackedStringArray XRCamera3D::get_configuration_warnings() const {
warnings.push_back(RTR("XRCamera3D may not function as expected without an XROrigin3D node as its parent."));
};
if (is_physics_interpolated()) {
if (SceneTree::is_fti_enabled_in_project() && is_physics_interpolated()) {
warnings.push_back(RTR("XRCamera3D should have physics_interpolation_mode set to OFF in order to avoid jitter."));
}
}
@ -501,7 +501,7 @@ PackedStringArray XRNode3D::get_configuration_warnings() const {
warnings.push_back(RTR("No pose is set."));
}
if (is_physics_interpolated()) {
if (SceneTree::is_fti_enabled_in_project() && is_physics_interpolated()) {
warnings.push_back(RTR("XRNode3D should have physics_interpolation_mode set to OFF in order to avoid jitter."));
}
}

View file

@ -405,7 +405,7 @@ void CanvasItem::_notification(int p_what) {
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (is_visible_in_tree() && is_physics_interpolated()) {
if (is_visible_in_tree() && is_physics_interpolated_and_enabled()) {
RenderingServer::get_singleton()->canvas_item_reset_physics_interpolation(canvas_item);
}
} break;

View file

@ -711,7 +711,7 @@ public:
void set_physics_interpolation_mode(PhysicsInterpolationMode p_mode);
PhysicsInterpolationMode get_physics_interpolation_mode() const { return data.physics_interpolation_mode; }
_FORCE_INLINE_ bool is_physics_interpolated() const { return data.physics_interpolated; }
_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const { return is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && is_physics_interpolated(); }
_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const { return SceneTree::is_fti_enabled() && is_physics_interpolated(); }
void reset_physics_interpolation();
bool is_enabled() const;

View file

@ -137,6 +137,9 @@ void SceneTree::ClientPhysicsInterpolation::physics_process() {
}
#endif // _3D_DISABLED
bool SceneTree::_physics_interpolation_enabled = false;
bool SceneTree::_physics_interpolation_enabled_in_project = false;
void SceneTree::tree_changed() {
emit_signal(tree_changed_name);
}
@ -566,6 +569,9 @@ void SceneTree::initialize() {
}
void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
// This version is for use in editor.
_physics_interpolation_enabled_in_project = p_enabled;
// We never want interpolation in the editor.
if (Engine::get_singleton()->is_editor_hint()) {
p_enabled = false;
@ -586,10 +592,6 @@ void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
}
}
bool SceneTree::is_physics_interpolation_enabled() const {
return _physics_interpolation_enabled;
}
#ifndef _3D_DISABLED
void SceneTree::client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem) {
// This ensures that _update_physics_interpolation_data() will be called at least once every

View file

@ -146,7 +146,14 @@ private:
HashMap<StringName, Group> group_map;
bool _quit = false;
bool _physics_interpolation_enabled = false;
// Static so we can get directly instead of via SceneTree pointer.
static bool _physics_interpolation_enabled;
// Note that physics interpolation is hard coded to OFF in the editor,
// therefore we have a second bool to enable e.g. configuration warnings
// to only take effect when the project is using physics interpolation.
static bool _physics_interpolation_enabled_in_project;
SceneTreeFTI scene_tree_fti;
StringName tree_changed_name = "tree_changed";
@ -446,7 +453,11 @@ public:
//default texture settings
void set_physics_interpolation_enabled(bool p_enabled);
bool is_physics_interpolation_enabled() const;
bool is_physics_interpolation_enabled() const { return _physics_interpolation_enabled; }
// Different name to disambiguate fast static versions from the user bound versions.
static bool is_fti_enabled() { return _physics_interpolation_enabled; }
static bool is_fti_enabled_in_project() { return _physics_interpolation_enabled_in_project; }
#ifndef _3D_DISABLED
void client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem);