diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index d44d4edb13f..ded35c3b577 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2482,6 +2482,12 @@
[b]Dummy[/b] is a 3D physics server that does nothing and returns only dummy values, effectively disabling all 3D physics functionality.
Third-party extensions and modules can add other physics engines to select with this setting.
+
+ The approach used for 3D scene traversal when physics interpolation is enabled.
+ - [code]DEFAULT[/code]: The default optimized method.
+ - [code]Legacy[/code]: The previous reference method used for scene tree traversal, which is slower.
+ - [code]Debug[/code]: Swaps between [code]DEFAULT[/code] and [code]Legacy[/code] methods on alternating frames, and provides logging information (which in turn makes it slower). Intended for debugging only; you should use the [code]DEFAULT[/code] method in most cases.
+
If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
[b]Note:[/b] When [member physics/3d/physics_engine] is set to [code]Jolt Physics[/code], enabling this setting will prevent the 3D physics server from being able to provide any context when reporting errors and warnings, and will instead always refer to nodes as [code]<unknown>[/code].
diff --git a/scene/3d/node_3d.cpp b/scene/3d/node_3d.cpp
index 50537139031..a00bdab66de 100644
--- a/scene/3d/node_3d.cpp
+++ b/scene/3d/node_3d.cpp
@@ -270,6 +270,10 @@ void Node3D::_notification(int p_what) {
// unless they need to perform specific tasks (like changing process modes).
fti_pump_xform();
fti_pump_property();
+
+ // Detect whether we are using an identity transform.
+ // This is an optimization for faster tree transform concatenation.
+ data.fti_is_identity_xform = data.local_transform == Transform3D();
} break;
case NOTIFICATION_SUSPENDED:
case NOTIFICATION_PAUSED: {
@@ -1448,6 +1452,8 @@ Node3D::Node3D() :
data.fti_on_tick_property_list = false;
data.fti_global_xform_interp_set = false;
data.fti_frame_xform_force_update = false;
+ data.fti_is_identity_xform = false;
+ data.fti_processed = false;
#ifdef TOOLS_ENABLED
data.gizmos_disabled = false;
diff --git a/scene/3d/node_3d.h b/scene/3d/node_3d.h
index 87363059489..d03884b09cd 100644
--- a/scene/3d/node_3d.h
+++ b/scene/3d/node_3d.h
@@ -51,6 +51,7 @@ class Node3D : public Node {
GDCLASS(Node3D, Node);
friend class SceneTreeFTI;
+ friend class SceneTreeFTITests;
public:
// Edit mode for the rotation.
@@ -143,6 +144,8 @@ private:
bool fti_on_tick_property_list : 1;
bool fti_global_xform_interp_set : 1;
bool fti_frame_xform_force_update : 1;
+ bool fti_is_identity_xform : 1;
+ bool fti_processed : 1;
RID visibility_parent;
diff --git a/scene/main/node.h b/scene/main/node.h
index 5a7988b64a2..6dd116a9a2f 100644
--- a/scene/main/node.h
+++ b/scene/main/node.h
@@ -176,7 +176,7 @@ private:
mutable int internal_children_back_count_cache = 0;
mutable int external_children_count_cache = 0;
mutable int index = -1; // relative to front, normal or back.
- int depth = -1;
+ int32_t depth = -1;
int blocked = 0; // Safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
StringName name;
SceneTree *tree = nullptr;
@@ -379,6 +379,7 @@ protected:
void _set_use_identity_transform(bool p_enable) { data.use_identity_transform = p_enable; }
bool _is_using_identity_transform() const { return data.use_identity_transform; }
+ int32_t _get_scene_tree_depth() const { return data.depth; }
//call from SceneTree
void _call_input(const Ref &p_event);
diff --git a/scene/main/scene_tree_fti.cpp b/scene/main/scene_tree_fti.cpp
index 4a9ccb005a3..218a8cefdae 100644
--- a/scene/main/scene_tree_fti.cpp
+++ b/scene/main/scene_tree_fti.cpp
@@ -33,14 +33,26 @@
#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;
@@ -48,6 +60,7 @@ void SceneTreeFTI::_reset_node3d_flags(Node3D &r_node) {
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) {
@@ -104,18 +117,23 @@ void SceneTreeFTI::tick_update() {
// 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) {
- s->data.fti_on_frame_xform_list = false;
+ _node_remove_from_frame_list(*s, false);
}
- // Ensure that the spatial gets at least ONE further
+ // Ensure that the node gets at least ONE further
// update in the resting position in the next frame update.
- s->data.fti_frame_xform_force_update = true;
+ if (!s->data.fti_frame_xform_force_update) {
+ _node_add_to_frame_list(*s, true);
+ }
}
}
@@ -232,16 +250,117 @@ void SceneTreeFTI::_node_3d_notify_set_property(Node3D &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 &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);
+
+ LocalVector &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
+
+ if ((l == 0) && s->data.fti_frame_xform_force_update) {
+ 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.
- r_node.data.fti_frame_xform_force_update = true;
+ 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;
@@ -257,11 +376,19 @@ void SceneTreeFTI::_node_3d_notify_set_xform(Node3D &r_node) {
// 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_spatial.data.fti_frame_xform_force_update = false;
+ // r_node.data.fti_frame_xform_force_update = false;
}
if (!r_node.data.fti_on_frame_xform_list) {
- r_node.data.fti_on_frame_xform_list = true;
+ _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);
+ }
}
}
@@ -274,6 +401,14 @@ void SceneTreeFTI::node_3d_notify_delete(Node3D *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.
@@ -305,12 +440,19 @@ void SceneTreeFTI::node_3d_notify_delete(Node3D *p_node) {
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_frame, float p_interpolation_fraction, bool p_active, const Transform3D *p_parent_global_xform, int p_depth) {
+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(p_node);
+#ifdef DEBUG_ENABLED
+ data.debug_node_count++;
+#endif
+
// Don't recurse into hidden branches.
if (s && !s->is_visible()) {
// NOTE : If we change from recursing entire tree, we should do an is_visible_in_tree()
@@ -330,7 +472,7 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, f
// so we should still recurse to children.
if (!s) {
for (uint32_t n = 0; n < num_children; n++) {
- _update_dirty_nodes(children.ptr()[n], p_current_frame, p_interpolation_fraction, p_active, nullptr, p_depth + 1);
+ _update_dirty_nodes(children.ptr()[n], p_current_half_frame, p_interpolation_fraction, p_active, nullptr, p_depth + 1);
}
return;
}
@@ -355,13 +497,20 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, f
} 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()`
@@ -370,15 +519,15 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, f
}
if (p_active) {
-#if 0
- bool dirty = s->data.dirty & Node3D::DIRTY_GLOBAL_INTERP;
+#ifdef GODOT_SCENE_TREE_FTI_PRINT_TREE
+ bool dirty = s->data.dirty & Node3D::DIRTY_GLOBAL_INTERPOLATED;
- if (data.debug) {
+ 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" : ""));
+ print_line(sz + p_node->get_name() + (dirty ? " DIRTY" : "") + (s->get_transform() == Transform() ? "\t[IDENTITY]" : ""));
}
#endif
@@ -386,9 +535,15 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, f
// This will either use interpolation, or just use the current local if not interpolated.
Transform3D local_interp;
if (s->is_physics_interpolated()) {
- // 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);
+ // 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();
}
@@ -396,13 +551,13 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, f
// Concatenate parent xform.
if (!s->is_set_as_top_level()) {
if (p_parent_global_xform) {
- s->data.global_transform_interpolated = (*p_parent_global_xform) * local_interp;
+ 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->data.global_transform;
- s->data.global_transform_interpolated = parent_glob * local_interp;
+ 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;
}
@@ -425,6 +580,12 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, f
// that have a deferred frame update.
s->data.fti_frame_xform_force_update = false;
+ // 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.
@@ -432,7 +593,7 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, f
// Recurse to children.
for (uint32_t n = 0; n < num_children; n++) {
- _update_dirty_nodes(children.ptr()[n], p_current_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);
+ _update_dirty_nodes(p_node->get_child(n), 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);
}
}
@@ -442,37 +603,127 @@ void SceneTreeFTI::frame_update(Node *p_root, bool p_frame_start) {
}
MutexLock(data.mutex);
+ data.frame_start = p_frame_start;
+ data.in_frame = true;
+
_update_request_resets();
- data.frame_start = p_frame_start;
-
- float f = Engine::get_singleton()->get_physics_interpolation_fraction();
+ float interpolation_fraction = Engine::get_singleton()->get_physics_interpolation_fraction();
uint32_t frame = Engine::get_singleton()->get_frames_drawn();
-// #define SCENE_TREE_FTI_TAKE_TIMINGS
-#ifdef SCENE_TREE_FTI_TAKE_TIMINGS
- uint64_t before = OS::get_singleton()->get_ticks_usec();
-#endif
+ uint64_t before = 0;
+#ifdef DEBUG_ENABLED
+ if (data.traversal_mode == TM_DEBUG) {
+ before = OS::get_singleton()->get_ticks_usec();
- if (data.debug) {
+ 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");
}
-
- // Probably not the most optimal approach as we traverse the entire SceneTree
- // but simple and foolproof.
- // Can be optimized later.
- _update_dirty_nodes(p_root, frame, f, false);
-
- if (!p_frame_start && data.debug) {
- data.debug = false;
- }
-
-#ifdef SCENE_TREE_FTI_TAKE_TIMINGS
- uint64_t after = OS::get_singleton()->get_ticks_usec();
- if ((Engine::get_singleton()->get_frames_drawn() % 60) == 0) {
- print_line("Took " + itos(after - before) + " usec " + (data.frame_start ? "start" : "end"));
- }
#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 &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(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
+
+ 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.
@@ -482,6 +733,64 @@ void SceneTreeFTI::frame_update(Node *p_root, bool p_frame_start) {
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
diff --git a/scene/main/scene_tree_fti.h b/scene/main/scene_tree_fti.h
index 56fa023c59e..cdea9be1b8b 100644
--- a/scene/main/scene_tree_fti.h
+++ b/scene/main/scene_tree_fti.h
@@ -36,6 +36,12 @@
class Node3D;
class Node;
struct Transform3D;
+class SceneTreeFTITests;
+
+#ifdef DEV_ENABLED
+// Uncomment this to verify traversal method results.
+// #define GODOT_SCENE_TREE_FTI_VERIFY
+#endif
#ifdef _3D_DISABLED
// Stubs
@@ -62,19 +68,37 @@ public:
// but this covers the custom case of multiple scene trees.
class SceneTreeFTI {
+ friend class SceneTreeFTITests;
+
+ enum TraversalMode : unsigned {
+ TM_DEFAULT,
+ TM_LEGACY,
+ TM_DEBUG,
+ };
+
struct Data {
+ static const uint32_t scene_tree_depth_limit = 32;
+
// Prev / Curr lists of Node3Ds having local xforms pumped.
LocalVector tick_xform_list[2];
+ // The frame lists are changed nodes that need to start traversal,
+ // either longterm (on the tick list) or single frame forced.
+ LocalVector frame_xform_list;
+ LocalVector frame_xform_list_forced;
+
// Prev / Curr lists of Node3Ds having actively interpolated properties.
LocalVector tick_property_list[2];
LocalVector frame_property_list;
-
LocalVector request_reset_list;
+ LocalVector dirty_node_depth_lists[scene_tree_depth_limit];
+ // When we are using two alternating lists,
+ // which one is current.
uint32_t mirror = 0;
+ // Global on / off switch for SceneTreeFTI.
bool enabled = false;
// Whether we are in physics ticks, or in a frame.
@@ -85,10 +109,21 @@ class SceneTreeFTI {
Mutex mutex;
- bool debug = false;
+ TraversalMode traversal_mode = TM_DEFAULT;
+ bool use_optimized_traversal_method = true;
+
+ // DEBUGGING
+ bool periodic_debug_log = false;
+ uint32_t debug_node_count = 0;
+ uint32_t debug_nodes_processed = 0;
+
} data;
- void _update_dirty_nodes(Node *p_node, uint32_t p_current_frame, float p_interpolation_fraction, bool p_active, const Transform3D *p_parent_global_xform = nullptr, int p_depth = 0);
+#ifdef GODOT_SCENE_TREE_FTI_VERIFY
+ SceneTreeFTITests *_tests = nullptr;
+#endif
+
+ void _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 = nullptr, int p_depth = 0);
void _update_request_resets();
void _reset_flags(Node *p_node);
@@ -96,6 +131,12 @@ class SceneTreeFTI {
void _node_3d_notify_set_xform(Node3D &r_node);
void _node_3d_notify_set_property(Node3D &r_node);
+ void _node_add_to_frame_list(Node3D &r_node, bool p_forced);
+ void _node_remove_from_frame_list(Node3D &r_node, bool p_forced);
+
+ void _create_depth_lists();
+ void _clear_depth_lists();
+
public:
// Hottest function, allow inlining the data.enabled check.
void node_3d_notify_changed(Node3D &r_node, bool p_transform_changed) {
@@ -123,7 +164,10 @@ public:
void set_enabled(Node *p_root, bool p_enabled);
bool is_enabled() const { return data.enabled; }
- void set_debug_next_frame() { data.debug = true; }
+ void set_debug_next_frame() { data.periodic_debug_log = true; }
+
+ SceneTreeFTI();
+ ~SceneTreeFTI();
};
#endif // ndef _3D_DISABLED
diff --git a/scene/main/scene_tree_fti_tests.cpp b/scene/main/scene_tree_fti_tests.cpp
new file mode 100644
index 00000000000..c42e2e75d5b
--- /dev/null
+++ b/scene/main/scene_tree_fti_tests.cpp
@@ -0,0 +1,246 @@
+/**************************************************************************/
+/* scene_tree_fti_tests.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
+
+#ifdef GODOT_SCENE_TREE_FTI_VERIFY
+#include "scene_tree_fti_tests.h"
+
+#include "scene/3d/node_3d.h"
+#include "scene/3d/visual_instance_3d.h"
+#include "scene/main/scene_tree_fti.h"
+
+void SceneTreeFTITests::debug_verify_failed(const Node3D *p_node_3d, const Transform3D &p_test) {
+ print_line("VERIFY FAILED\n");
+ print_line("test xform : " + String(Variant(p_test)));
+
+ bool first = true;
+
+ while (p_node_3d) {
+ int32_t depth = MAX(p_node_3d->_get_scene_tree_depth(), 0);
+ String tabs;
+ for (int32_t n = 0; n < depth; n++) {
+ tabs += "\t";
+ }
+
+ bool interp_equal = p_node_3d->_get_cached_global_transform_interpolated() == p_test;
+ bool glob_equal = p_node_3d->get_global_transform() == p_test;
+
+ String sz = tabs + p_node_3d->get_name() + " [ " + p_node_3d->get_class_name() + " ]\n";
+
+ if (first) {
+ sz += tabs + "... " + String(Variant(p_test)) + "\n";
+ }
+
+ sz += tabs + (p_node_3d->data.fti_global_xform_interp_set ? "[I] " : "[i] ") + String(Variant(p_node_3d->_get_cached_global_transform_interpolated())) + (interp_equal ? " ***" : "") + "\n";
+ sz += tabs + "[g] " + String(Variant(p_node_3d->get_global_transform())) + (glob_equal ? " ***" : "");
+
+ print_line(sz);
+
+ p_node_3d = p_node_3d->get_parent_node_3d();
+ first = false;
+ }
+}
+
+void SceneTreeFTITests::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) {
+ SceneTreeFTI::Data &data = _fti.data;
+
+ // There are two runs going on here.
+ // FIRST the naive entire scene tree (reference), where we are
+ // setting state (i.e. writing out xforms, and other state)
+ // SECOND the optimized run, where we are NOT
+ // writing state, but only verifying that the xforms calculated
+ // match those from the reference approach.
+ bool should_verify = (data.traversal_mode == SceneTreeFTI::TM_DEBUG) && data.use_optimized_traversal_method;
+ bool set_state = !should_verify;
+
+ Node3D *s = Object::cast_to(p_node);
+
+ if (s && !s->is_visible()) {
+ return;
+ }
+
+ if (!s) {
+ for (int n = 0; n < p_node->get_child_count(); n++) {
+ update_dirty_nodes(p_node->get_child(n), p_current_half_frame, p_interpolation_fraction, p_active, nullptr, p_depth + 1);
+ }
+ return;
+ }
+
+ if (s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_TRANSFORM)) {
+ _ALLOW_DISCARD_ s->get_global_transform();
+ }
+
+ if (!p_active) {
+ if (data.frame_start) {
+ if (s->data.fti_on_frame_xform_list || s->data.fti_frame_xform_force_update) {
+ p_active = true;
+ }
+ } else {
+ if (s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM)) {
+ p_active = true;
+ }
+ }
+ }
+
+ if (data.frame_start) {
+ s->data.fti_global_xform_interp_set = p_active;
+ }
+
+ if (p_active) {
+ Transform3D local_interp;
+ if (s->is_physics_interpolated()) {
+ if (s->data.fti_on_tick_xform_list) {
+ 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();
+ }
+
+ if (!s->is_set_as_top_level()) {
+ if (p_parent_global_xform) {
+ if (should_verify) {
+ Transform3D test = (*p_parent_global_xform) * local_interp;
+ if (s->data.disable_scale) {
+ test.basis.orthonormalize();
+ }
+ if (s->data.global_transform_interpolated != test) {
+ debug_verify_failed(s, test);
+ DEV_ASSERT(s->data.global_transform_interpolated == test);
+ }
+ } else {
+ 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();
+
+ if (should_verify) {
+ Transform3D test = parent_glob * local_interp;
+ if (s->data.disable_scale) {
+ test.basis.orthonormalize();
+ }
+ if (s->data.global_transform_interpolated != test) {
+ debug_verify_failed(s, test);
+ DEV_ASSERT(s->data.global_transform_interpolated == test);
+ }
+
+ } else {
+ s->data.global_transform_interpolated = s->data.fti_is_identity_xform ? parent_glob : parent_glob * local_interp;
+ }
+ } else {
+ if (set_state) {
+ s->data.global_transform_interpolated = local_interp;
+ }
+ }
+ }
+ } else {
+ if (set_state) {
+ s->data.global_transform_interpolated = local_interp;
+ }
+ }
+
+ if (set_state) {
+ if (s->data.disable_scale) {
+ s->data.global_transform_interpolated.basis.orthonormalize();
+ }
+
+ s->fti_update_servers_xform();
+
+ s->data.fti_frame_xform_force_update = false;
+ }
+
+ s->data.fti_processed = true;
+ } // if active.
+
+ if (set_state) {
+ s->_clear_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM);
+ }
+
+ for (int n = 0; n < p_node->get_child_count(); n++) {
+ update_dirty_nodes(p_node->get_child(n), 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 SceneTreeFTITests::frame_update(Node *p_root, uint32_t p_half_frame, float p_interpolation_fraction) {
+ SceneTreeFTI::Data &data = _fti.data;
+
+ // For testing, use both methods.
+ // FIRST the entire tree, writing out state.
+ {
+ data.use_optimized_traversal_method = false;
+ update_dirty_nodes(p_root, p_half_frame, p_interpolation_fraction, false);
+ }
+
+ // SECOND the optimized depth lists only,
+ // no writing of state, and verifying results.
+ {
+ data.use_optimized_traversal_method = true;
+
+ _fti._create_depth_lists();
+
+ for (uint32_t d = 0; d < data.scene_tree_depth_limit; d++) {
+ const LocalVector &list = data.dirty_node_depth_lists[d];
+
+ for (uint32_t n = 0; n < list.size(); n++) {
+ Node3D *s = list[n];
+
+ if (s->data.fti_processed) {
+ continue;
+ }
+
+ if (Object::cast_to(s)) {
+ if (!s->_is_vi_visible()) {
+ continue;
+ }
+ } else if (!s->is_visible_in_tree()) {
+ continue;
+ }
+
+ update_dirty_nodes(s, p_half_frame, p_interpolation_fraction, true);
+ }
+ }
+
+ _fti._clear_depth_lists();
+ }
+}
+
+SceneTreeFTITests::SceneTreeFTITests(SceneTreeFTI &p_fti) :
+ _fti(p_fti) {
+ print_line("SceneTreeFTI : GODOT_SCENE_TREE_FTI_VERIFY defined");
+}
+
+#endif // def GODOT_SCENE_TREE_FTI_VERIFY
+
+#endif // ndef _3D_DISABLED
diff --git a/scene/main/scene_tree_fti_tests.h b/scene/main/scene_tree_fti_tests.h
new file mode 100644
index 00000000000..38e80b0ed22
--- /dev/null
+++ b/scene/main/scene_tree_fti_tests.h
@@ -0,0 +1,50 @@
+/**************************************************************************/
+/* scene_tree_fti_tests.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
+
+#pragma once
+
+#include
+
+class Node3D;
+class Node;
+struct Transform3D;
+class SceneTreeFTI;
+
+class SceneTreeFTITests {
+ SceneTreeFTI &_fti;
+
+ void debug_verify_failed(const Node3D *p_node, const Transform3D &p_test);
+
+public:
+ void 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 = nullptr, int p_depth = 0);
+ void frame_update(Node *p_root, uint32_t p_half_frame, float p_interpolation_fraction);
+
+ SceneTreeFTITests(SceneTreeFTI &p_fti);
+};