1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

FTI - Fix SceneTreeFTI behaviour on exit tree

This commit is contained in:
lawnjelly
2025-05-01 07:52:16 +01:00
parent 32eafc18b4
commit ba4ab2dda3
2 changed files with 15 additions and 8 deletions

View File

@@ -41,16 +41,20 @@
// checks to ensure there aren't more than one object added to the lists.
// #define GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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;
}
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;
_reset_node3d_flags(*s);
// In most cases the later NOTIFICATION_RESET_PHYSICS_INTERPOLATION
// will reset this, but this should help cover hidden nodes.
@@ -270,13 +274,15 @@ void SceneTreeFTI::node_3d_notify_delete(Node3D *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);
// 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);

View File

@@ -92,6 +92,7 @@ class SceneTreeFTI {
void _update_request_resets();
void _reset_flags(Node *p_node);
void _reset_node3d_flags(Node3D &r_node);
void _node_3d_notify_set_xform(Node3D &r_node);
void _node_3d_notify_set_property(Node3D &r_node);