godot/scene/main/scene_tree_fti.cpp
lawnjelly cee37f0234 FTI - Fix SceneTreeFTI depth limit behaviour
Fixes off by one bug, and increases the limit slightly.
2025-10-09 10:56:01 +01:00

811 lines
26 KiB
C++

/**************************************************************************/
/* 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/config/project_settings.h"
#include "core/math/transform_interpolator.h"
#include "core/os/os.h"
#include "scene/3d/visual_instance_3d.h"
#ifdef GODOT_SCENE_TREE_FTI_VERIFY
#include "scene_tree_fti_tests.h"
#endif
#ifdef DEV_ENABLED
// 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
// Uncomment this to regularly print the tree that is being interpolated.
// #define GODOT_SCENE_TREE_FTI_PRINT_TREE
#endif
void SceneTreeFTI::_reset_node3d_flags(Node3D &r_node) {
r_node.data.fti_on_tick_xform_list = false;
r_node.data.fti_on_tick_property_list = false;
r_node.data.fti_on_frame_xform_list = false;
r_node.data.fti_on_frame_property_list = false;
r_node.data.fti_global_xform_interp_set = false;
r_node.data.fti_frame_xform_force_update = false;
r_node.data.fti_processed = false;
}
void SceneTreeFTI::_reset_flags(Node *p_node) {
Node3D *s = Object::cast_to<Node3D>(p_node);
if (s) {
_reset_node3d_flags(*s);
// 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();
data.frame_xform_list.clear();
data.frame_xform_list_forced.clear();
data.tick_property_list[0].clear();
data.tick_property_list[1].clear();
data.frame_property_list.clear();
data.request_reset_list.clear();
_clear_depth_lists();
// 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();
// Optimization - detect whether we have rested at identity xform.
s->data.fti_is_identity_xform = s->data.local_transform == Transform3D();
// 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) {
_node_remove_from_frame_list(*s, false);
}
// Ensure that the node gets at least ONE further
// update in the resting position in the next frame update.
if (!s->data.fti_frame_xform_force_update) {
_node_add_to_frame_list(*s, 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::_create_depth_lists() {
uint32_t first_list = data.frame_start ? 0 : 1;
for (uint32_t l = first_list; l < 2; l++) {
LocalVector<Node3D *> &source_list = l == 0 ? data.frame_xform_list : data.frame_xform_list_forced;
#ifdef DEBUG_ENABLED
bool log_nodes_moved_on_frame = (data.traversal_mode == TM_DEBUG) && !data.frame_start && data.periodic_debug_log;
if (log_nodes_moved_on_frame) {
if (source_list.size()) {
print_line(String("\n") + itos(source_list.size()) + " nodes moved during frame:");
} else {
print_line("0 nodes moved during frame.");
}
}
#endif
for (uint32_t n = 0; n < source_list.size(); n++) {
Node3D *s = source_list[n];
s->data.fti_processed = false;
int32_t depth = s->_get_scene_tree_depth();
// This shouldn't happen, but wouldn't be terrible if it did.
DEV_ASSERT(depth >= 0);
depth = MIN(depth, (int32_t)data.scene_tree_depth_limit - 1);
LocalVector<Node3D *> &dest_list = data.dirty_node_depth_lists[depth];
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
// Shouldn't really happen, but duplicates don't really matter that much.
if (dest_list.find(s) != -1) {
ERR_FAIL_COND(dest_list.find(s) != -1);
}
#endif
#ifdef DEBUG_ENABLED
if (log_nodes_moved_on_frame) {
print_line("\t" + s->get_name());
}
#endif
// Prevent being added to the dest_list twice when on
// the frame_xform_list AND the frame_xform_list_forced.
if ((l == 0) && s->data.fti_frame_xform_force_update) {
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
DEV_ASSERT(data.frame_xform_list_forced.find(s) != -1);
#endif
continue;
}
dest_list.push_back(s);
}
}
}
void SceneTreeFTI::_clear_depth_lists() {
for (uint32_t d = 0; d < data.scene_tree_depth_limit; d++) {
data.dirty_node_depth_lists[d].clear();
}
}
void SceneTreeFTI::_node_add_to_frame_list(Node3D &r_node, bool p_forced) {
if (p_forced) {
DEV_ASSERT(!r_node.data.fti_frame_xform_force_update);
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
int64_t found = data.frame_xform_list_forced.find(&r_node);
if (found != -1) {
ERR_FAIL_COND(found != -1);
}
#endif
data.frame_xform_list_forced.push_back(&r_node);
r_node.data.fti_frame_xform_force_update = true;
} else {
DEV_ASSERT(!r_node.data.fti_on_frame_xform_list);
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
int64_t found = data.frame_xform_list.find(&r_node);
if (found != -1) {
ERR_FAIL_COND(found != -1);
}
#endif
data.frame_xform_list.push_back(&r_node);
r_node.data.fti_on_frame_xform_list = true;
}
}
void SceneTreeFTI::_node_remove_from_frame_list(Node3D &r_node, bool p_forced) {
if (p_forced) {
DEV_ASSERT(r_node.data.fti_frame_xform_force_update);
data.frame_xform_list_forced.erase_unordered(&r_node);
r_node.data.fti_frame_xform_force_update = false;
} else {
DEV_ASSERT(r_node.data.fti_on_frame_xform_list);
data.frame_xform_list.erase_unordered(&r_node);
r_node.data.fti_on_frame_xform_list = false;
}
}
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.
if (!r_node.data.fti_frame_xform_force_update) {
_node_add_to_frame_list(r_node, true);
}
// ToDo: Double check this is a win,
// non-interpolated nodes we always check for identity,
// *just in case*.
r_node.data.fti_is_identity_xform = r_node.get_transform() == Transform3D();
return;
}
r_node.data.fti_is_identity_xform = false;
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_node.data.fti_frame_xform_force_update = false;
}
if (!r_node.data.fti_on_frame_xform_list) {
_node_add_to_frame_list(r_node, false);
}
// If we are in the second half of a frame, always add to the force update list,
// because we ignore the tick update list during the second update.
if (data.in_frame) {
if (!r_node.data.fti_frame_xform_force_update) {
_node_add_to_frame_list(r_node, true);
}
}
}
void SceneTreeFTI::node_3d_notify_delete(Node3D *p_node) {
if (!data.enabled) {
return;
}
ERR_FAIL_NULL(p_node);
MutexLock(data.mutex);
// Remove from frame lists.
if (p_node->data.fti_on_frame_xform_list) {
_node_remove_from_frame_list(*p_node, false);
}
if (p_node->data.fti_frame_xform_force_update) {
_node_remove_from_frame_list(*p_node, true);
}
// 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);
// Keep flags consistent for the same as a new node,
// because this node may re-enter the scene tree.
_reset_node3d_flags(*p_node);
// 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);
DEV_CHECK_ONCE(data.frame_xform_list.find(p_node) == -1);
DEV_CHECK_ONCE(data.frame_xform_list_forced.find(p_node) == -1);
#endif
}
void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_half_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);
#ifdef DEBUG_ENABLED
data.debug_node_count++;
#endif
// Don't recurse into hidden branches.
if (s && !s->data.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 (Node *node : p_node->iterate_children()) {
_update_dirty_nodes(node, p_current_half_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 0
if (data.periodic_debug_log) {
print_line("activating on : " + s->get_name());
}
#endif
}
}
}
// ToDo : Check global_xform_interp is up to date for nodes
// that are not traversed by the depth lists.
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) {
#ifdef GODOT_SCENE_TREE_FTI_PRINT_TREE
bool dirty = s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM);
if (data.periodic_debug_log && !data.use_optimized_traversal_method && !data.frame_start) {
String sz;
for (int n = 0; n < p_depth; n++) {
sz += "\t";
}
print_line(sz + p_node->get_name() + (dirty ? " DIRTY" : "") + (s->get_transform() == Transform3D() ? "\t[IDENTITY]" : ""));
}
#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()) {
// There may be no need to interpolate if the node has not been moved recently
// and is therefore not on the tick list...
if (s->data.fti_on_tick_xform_list) {
// 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();
}
} 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 = s->data.fti_is_identity_xform ? *p_parent_global_xform : ((*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->get_global_transform();
s->data.global_transform_interpolated = s->data.fti_is_identity_xform ? parent_glob : 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();
// Ensure branches are only processed once on each traversal.
s->data.fti_processed = true;
#ifdef DEBUG_ENABLED
data.debug_nodes_processed++;
#endif
} // 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 (Node *node : p_node->iterate_children()) {
_update_dirty_nodes(node, p_current_half_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);
data.frame_start = p_frame_start;
data.in_frame = true;
_update_request_resets();
float interpolation_fraction = Engine::get_singleton()->get_physics_interpolation_fraction();
uint32_t frame = Engine::get_singleton()->get_frames_drawn();
uint64_t before = 0;
#ifdef DEBUG_ENABLED
if (data.traversal_mode == TM_DEBUG) {
before = OS::get_singleton()->get_ticks_usec();
if (p_frame_start && ((frame % ((60 * 15) - 3)) == 0)) {
data.periodic_debug_log = true;
}
}
#ifdef GODOT_SCENE_TREE_FTI_PRINT_TREE
if (data.periodic_debug_log) {
print_line(String("\nScene: ") + (data.frame_start ? "start" : "end") + "\n");
}
#endif
#endif
data.debug_node_count = 0;
data.debug_nodes_processed = 0;
uint32_t half_frame = p_frame_start ? (frame * 2) : ((frame * 2) + 1);
bool print_debug_stats = false;
switch (data.traversal_mode) {
case TM_LEGACY: {
data.use_optimized_traversal_method = false;
} break;
case TM_DEBUG: {
// Switch on alternate frames between the two methods.
data.use_optimized_traversal_method = (frame % 2) == 1;
// Odd number ensures we debug stats for both methods.
print_debug_stats = (frame % ((60 * 8) - 1)) == 0;
} break;
default: {
data.use_optimized_traversal_method = true;
} break;
}
#ifdef GODOT_SCENE_TREE_FTI_VERIFY
_tests->frame_update(p_root, half_frame, interpolation_fraction);
#else
uint32_t skipped = 0;
if (!data.use_optimized_traversal_method) {
// Reference approach.
// Traverse the entire scene tree.
// Slow, but robust.
_update_dirty_nodes(p_root, half_frame, interpolation_fraction, false);
} else {
// Optimized approach.
// Traverse from depth lists.
// Be sure to check against the reference
// implementation when making changes.
_create_depth_lists();
for (uint32_t d = 0; d < data.scene_tree_depth_limit; d++) {
const LocalVector<Node3D *> &list = data.dirty_node_depth_lists[d];
#if 0
if (list.size() > 0) {
print_line("depth " + itos(d) + ", contains " + itos(list.size()));
}
#endif
for (uint32_t n = 0; n < list.size(); n++) {
// Already processed this frame?
Node3D *s = list[n];
if (s->data.fti_processed) {
#ifdef DEBUG_ENABLED
skipped++;
#endif
continue;
}
// The first node requires a recursive visibility check
// up the tree, because `is_visible()` only returns the node
// local flag.
if (Object::cast_to<VisualInstance3D>(s)) {
if (!s->_is_vi_visible()) {
#ifdef DEBUG_ENABLED
skipped++;
#endif
continue;
}
} else if (!s->is_visible_in_tree()) {
#ifdef DEBUG_ENABLED
skipped++;
#endif
continue;
}
_update_dirty_nodes(s, half_frame, interpolation_fraction, true);
}
}
_clear_depth_lists();
}
if (print_debug_stats) {
uint64_t after = OS::get_singleton()->get_ticks_usec();
print_line(String(data.use_optimized_traversal_method ? "FTI optimized" : "FTI reference") + " nodes traversed : " + itos(data.debug_node_count) + (skipped == 0 ? "" : ", skipped " + itos(skipped)) + ", processed : " + itos(data.debug_nodes_processed) + ", took " + itos(after - before) + " usec " + (data.frame_start ? "(start)" : "(end)"));
}
#endif // not GODOT_SCENE_TREE_FTI_VERIFY
// In theory we could clear the `force_update` flags from the nodes in the traversal.
// The problem is that hidden nodes are not recursed into, therefore the flags would
// never get cleared and could get out of sync with the forced list.
// So instead we are clearing them here manually.
// This is not ideal in terms of cache coherence so perhaps another method can be
// explored in future.
uint32_t forced_list_size = data.frame_xform_list_forced.size();
for (uint32_t n = 0; n < forced_list_size; n++) {
Node3D *s = data.frame_xform_list_forced[n];
s->data.fti_frame_xform_force_update = false;
}
data.frame_xform_list_forced.clear();
if (!p_frame_start && data.periodic_debug_log) {
data.periodic_debug_log = false;
}
// 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();
}
}
// Marks the end of the frame.
// Enables us to recognize when change notifications
// come in _during_ a frame (they get treated differently).
if (!data.frame_start) {
data.in_frame = false;
}
}
SceneTreeFTI::SceneTreeFTI() {
#ifdef GODOT_SCENE_TREE_FTI_VERIFY
_tests = memnew(SceneTreeFTITests(*this));
#endif
Variant traversal_mode_string = GLOBAL_DEF("physics/3d/physics_interpolation/scene_traversal", "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PropertyInfo(Variant::STRING, "physics/3d/physics_interpolation/scene_traversal", PROPERTY_HINT_ENUM, "DEFAULT,Legacy,Debug"));
data.traversal_mode = TM_DEFAULT;
if (traversal_mode_string == "Legacy") {
data.traversal_mode = TM_LEGACY;
} else if (traversal_mode_string == "Debug") {
// Don't allow debug mode in final exports,
// it will almost certainly be a mistake.
#ifdef DEBUG_ENABLED
data.traversal_mode = TM_DEBUG;
#else
data.traversal_mode = TM_DEFAULT;
#endif
}
switch (data.traversal_mode) {
default: {
print_verbose("SceneTreeFTI: traversal method DEFAULT");
} break;
case TM_LEGACY: {
print_verbose("SceneTreeFTI: traversal method Legacy");
} break;
case TM_DEBUG: {
print_verbose("SceneTreeFTI: traversal method Debug");
} break;
}
#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
print_line("SceneTreeFTI : GODOT_SCENE_TREE_FTI_EXTRA_CHECKS defined");
#endif
#ifdef GODOT_SCENE_TREE_FTI_PRINT_TREE
print_line("SceneTreeFTI : GODOT_SCENE_TREE_FTI_PRINT_TREE defined");
#endif
}
SceneTreeFTI::~SceneTreeFTI() {
#ifdef GODOT_SCENE_TREE_FTI_VERIFY
if (_tests) {
memfree(_tests);
_tests = nullptr;
}
#endif
}
#endif // ndef _3D_DISABLED