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Fixed Timestep Interpolation (3D)
Adds 3D fixed timestep interpolation to the rendering server. This does not yet include support for multimeshes or particles. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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@@ -2380,6 +2380,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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GLOBAL_DEF("debug/settings/stdout/print_fps", false);
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GLOBAL_DEF("debug/settings/stdout/print_gpu_profile", false);
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GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false);
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GLOBAL_DEF("debug/settings/physics_interpolation/enable_warnings", true);
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if (!OS::get_singleton()->_verbose_stdout) { // Not manually overridden.
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OS::get_singleton()->_verbose_stdout = GLOBAL_GET("debug/settings/stdout/verbose_stdout");
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@@ -4047,16 +4048,16 @@ bool Main::iteration() {
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uint64_t physics_begin = OS::get_singleton()->get_ticks_usec();
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#ifndef _3D_DISABLED
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PhysicsServer3D::get_singleton()->sync();
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PhysicsServer3D::get_singleton()->flush_queries();
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#endif // _3D_DISABLED
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// Prepare the fixed timestep interpolated nodes BEFORE they are updated
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// by the physics server, otherwise the current and previous transforms
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// may be the same, and no interpolation takes place.
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OS::get_singleton()->get_main_loop()->iteration_prepare();
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#ifndef _3D_DISABLED
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PhysicsServer3D::get_singleton()->sync();
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PhysicsServer3D::get_singleton()->flush_queries();
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#endif // _3D_DISABLED
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PhysicsServer2D::get_singleton()->sync();
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PhysicsServer2D::get_singleton()->flush_queries();
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@@ -4066,6 +4067,7 @@ bool Main::iteration() {
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#endif // _3D_DISABLED
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PhysicsServer2D::get_singleton()->end_sync();
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Engine::get_singleton()->_in_physics = false;
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exit = true;
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break;
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}
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@@ -4089,6 +4091,8 @@ bool Main::iteration() {
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message_queue->flush();
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OS::get_singleton()->get_main_loop()->iteration_end();
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physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - physics_begin); // keep the largest one for reference
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physics_process_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max);
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@@ -299,17 +299,6 @@ int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t p_delta) {
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// before advance_core considers changing the physics_steps return from
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// the typical values as defined by typical_physics_steps
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double MainTimerSync::get_physics_jitter_fix() {
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// Turn off jitter fix when using fixed timestep interpolation.
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// Note this shouldn't be on UNTIL 3d interpolation is implemented,
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// otherwise we will get people making 3d games with the physics_interpolation
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// set to on getting jitter fix disabled unexpectedly.
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#if 0
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if (Engine::get_singleton()->is_physics_interpolation_enabled()) {
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// Would be better to write a simple bypass for jitter fix but this will do to get started.
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return 0.0;
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}
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#endif
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return Engine::get_singleton()->get_physics_jitter_fix();
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}
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