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Physics Interpolation - Move 3D FTI to SceneTree
Moves 3D interpolation from server to the client code (`SceneTree`). Complete rework of 3D physics interpolation, but using the same user API.
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@@ -941,45 +941,8 @@ void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D
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Instance *instance = instance_owner.get_or_null(p_instance);
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ERR_FAIL_NULL(instance);
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#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
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print_line("instance_set_transform " + rtos(p_transform.origin.x) + " .. tick " + itos(Engine::get_singleton()->get_physics_frames()));
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#endif
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if (!_interpolation_data.interpolation_enabled || !instance->interpolated || !instance->scenario) {
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if (instance->transform == p_transform) {
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return; // Must be checked to avoid worst evil.
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}
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#ifdef DEBUG_ENABLED
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for (int i = 0; i < 4; i++) {
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const Vector3 &v = i < 3 ? p_transform.basis.rows[i] : p_transform.origin;
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ERR_FAIL_COND(!v.is_finite());
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}
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#endif
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instance->transform = p_transform;
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_instance_queue_update(instance, true);
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#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
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if (_interpolation_data.interpolation_enabled && !instance->interpolated && Engine::get_singleton()->is_in_physics_frame()) {
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PHYSICS_INTERPOLATION_NODE_WARNING(instance->object_id, "Non-interpolated instance triggered from physics process");
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}
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#endif
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return;
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}
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float new_checksum = TransformInterpolator::checksum_transform_3d(p_transform);
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bool checksums_match = (instance->transform_checksum_curr == new_checksum) && (instance->transform_checksum_prev == new_checksum);
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// We can't entirely reject no changes because we need the interpolation
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// system to keep on stewing.
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// Optimized check. First checks the checksums. If they pass it does the slow check at the end.
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// Alternatively we can do this non-optimized and ignore the checksum... if no change.
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if (checksums_match && (instance->transform_curr == p_transform) && (instance->transform_prev == p_transform)) {
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return;
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if (instance->transform == p_transform) {
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return; // Must be checked to avoid worst evil.
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}
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#ifdef DEBUG_ENABLED
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@@ -990,71 +953,8 @@ void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D
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}
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#endif
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instance->transform_curr = p_transform;
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#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
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print_line("\tprev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x));
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#endif
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// Keep checksums up to date.
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instance->transform_checksum_curr = new_checksum;
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if (!instance->on_interpolate_transform_list) {
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_interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
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instance->on_interpolate_transform_list = true;
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} else {
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DEV_ASSERT(_interpolation_data.instance_transform_update_list_curr->size());
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}
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// If the instance is invisible, then we are simply updating the data flow, there is no need to calculate the interpolated
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// transform or anything else.
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// Ideally we would not even call the VisualServer::set_transform() when invisible but that would entail having logic
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// to keep track of the previous transform on the SceneTree side. The "early out" below is less efficient but a lot cleaner codewise.
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if (!instance->visible) {
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return;
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}
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// Decide on the interpolation method... slerp if possible.
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instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
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if (!instance->on_interpolate_list) {
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_interpolation_data.instance_interpolate_update_list.push_back(p_instance);
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instance->on_interpolate_list = true;
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} else {
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DEV_ASSERT(_interpolation_data.instance_interpolate_update_list.size());
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}
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instance->transform = p_transform;
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_instance_queue_update(instance, true);
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#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
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if (!Engine::get_singleton()->is_in_physics_frame()) {
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PHYSICS_INTERPOLATION_NODE_WARNING(instance->object_id, "Interpolated instance triggered from outside physics process");
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}
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#endif
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}
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void RendererSceneCull::instance_set_interpolated(RID p_instance, bool p_interpolated) {
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Instance *instance = instance_owner.get_or_null(p_instance);
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ERR_FAIL_NULL(instance);
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instance->interpolated = p_interpolated;
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}
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void RendererSceneCull::instance_reset_physics_interpolation(RID p_instance) {
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Instance *instance = instance_owner.get_or_null(p_instance);
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ERR_FAIL_NULL(instance);
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instance->teleported = true;
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if (_interpolation_data.interpolation_enabled && instance->interpolated) {
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instance->transform_prev = instance->transform_curr;
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instance->transform_checksum_prev = instance->transform_checksum_curr;
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#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
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print_line("instance_reset_physics_interpolation .. tick " + itos(Engine::get_singleton()->get_physics_frames()));
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print_line("\tprev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x));
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#endif
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}
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}
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void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
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@@ -1107,23 +1007,6 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
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if (p_visible) {
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if (instance->scenario != nullptr) {
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// Special case for physics interpolation, we want to ensure the interpolated data is up to date
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if (_interpolation_data.interpolation_enabled && instance->interpolated && !instance->on_interpolate_list) {
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// Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances.
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// This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick.
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instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
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_interpolation_data.instance_interpolate_update_list.push_back(p_instance);
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instance->on_interpolate_list = true;
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// We must also place on the transform update list for a tick, so the system
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// can auto-detect if the instance is no longer moving, and remove from the interpolate lists again.
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// If this step is ignored, an unmoving instance could remain on the interpolate lists indefinitely
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// (or rather until the object is deleted) and cause unnecessary updates and drawcalls.
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if (!instance->on_interpolate_transform_list) {
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_interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
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instance->on_interpolate_transform_list = true;
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}
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}
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_instance_queue_update(instance, true, false);
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}
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} else if (instance->indexer_id.is_valid()) {
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@@ -4278,8 +4161,6 @@ bool RendererSceneCull::free(RID p_rid) {
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Instance *instance = instance_owner.get_or_null(p_rid);
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_interpolation_data.notify_free_instance(p_rid, *instance);
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instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
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instance_set_scenario(p_rid, RID());
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instance_set_base(p_rid, RID());
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@@ -4342,103 +4223,17 @@ void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
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void RendererSceneCull::update_interpolation_tick(bool p_process) {
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// MultiMesh: Update interpolation in storage.
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RSG::mesh_storage->update_interpolation_tick(p_process);
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// INSTANCES
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// Detect any that were on the previous transform list that are no longer active;
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// we should remove them from the interpolate list.
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for (const RID &rid : *_interpolation_data.instance_transform_update_list_prev) {
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Instance *instance = instance_owner.get_or_null(rid);
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bool active = true;
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// No longer active? (Either the instance deleted or no longer being transformed.)
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if (instance && !instance->on_interpolate_transform_list) {
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active = false;
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instance->on_interpolate_list = false;
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// Make sure the most recent transform is set...
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instance->transform = instance->transform_curr;
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// ... and that both prev and current are the same, just in case of any interpolations.
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instance->transform_prev = instance->transform_curr;
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// Make sure instances are updated one more time to ensure the AABBs are correct.
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_instance_queue_update(instance, true);
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}
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if (!instance) {
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active = false;
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}
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if (!active) {
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_interpolation_data.instance_interpolate_update_list.erase(rid);
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}
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}
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// Now for any in the transform list (being actively interpolated), keep the previous transform
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// value up to date, ready for the next tick.
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if (p_process) {
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for (const RID &rid : *_interpolation_data.instance_transform_update_list_curr) {
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Instance *instance = instance_owner.get_or_null(rid);
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if (instance) {
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instance->transform_prev = instance->transform_curr;
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instance->transform_checksum_prev = instance->transform_checksum_curr;
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instance->on_interpolate_transform_list = false;
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}
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}
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}
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// We maintain a mirror list for the transform updates, so we can detect when an instance
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// is no longer being transformed, and remove it from the interpolate list.
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SWAP(_interpolation_data.instance_transform_update_list_curr, _interpolation_data.instance_transform_update_list_prev);
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// Prepare for the next iteration.
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_interpolation_data.instance_transform_update_list_curr->clear();
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}
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void RendererSceneCull::update_interpolation_frame(bool p_process) {
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// MultiMesh: Update interpolation in storage.
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RSG::mesh_storage->update_interpolation_frame(p_process);
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if (p_process) {
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real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
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for (const RID &rid : _interpolation_data.instance_interpolate_update_list) {
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Instance *instance = instance_owner.get_or_null(rid);
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if (instance) {
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TransformInterpolator::interpolate_transform_3d_via_method(instance->transform_prev, instance->transform_curr, instance->transform, f, instance->interpolation_method);
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#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
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print_line("\t\tinterpolated: " + rtos(instance->transform.origin.x) + "\t( prev " + rtos(instance->transform_prev.origin.x) + ", curr " + rtos(instance->transform_curr.origin.x) + " ) on tick " + itos(Engine::get_singleton()->get_physics_frames()));
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#endif
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// Make sure AABBs are constantly up to date through the interpolation.
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_instance_queue_update(instance, true);
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}
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}
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}
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}
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void RendererSceneCull::set_physics_interpolation_enabled(bool p_enabled) {
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_interpolation_data.interpolation_enabled = p_enabled;
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}
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void RendererSceneCull::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) {
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r_instance.on_interpolate_list = false;
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r_instance.on_interpolate_transform_list = false;
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if (!interpolation_enabled) {
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return;
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}
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// If the instance was on any of the lists, remove.
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instance_interpolate_update_list.erase_multiple_unordered(p_rid);
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instance_transform_update_list_curr->erase_multiple_unordered(p_rid);
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instance_transform_update_list_prev->erase_multiple_unordered(p_rid);
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}
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RendererSceneCull::RendererSceneCull() {
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render_pass = 1;
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singleton = this;
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