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.
This commit is contained in:
lawnjelly
2025-03-14 10:02:43 +00:00
parent 8954125990
commit ae04a3a5dd
30 changed files with 1030 additions and 432 deletions

View File

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

View File

@ -408,17 +408,9 @@ public:
RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
// This is the main transform to be drawn with ...
// This will either be the interpolated transform (when using fixed timestep interpolation)
// or the ONLY transform (when not using FTI).
Transform3D transform;
bool teleported = false;
// For interpolation we store the current transform (this physics tick)
// and the transform in the previous tick.
Transform3D transform_curr;
Transform3D transform_prev;
float lod_bias;
bool ignore_occlusion_culling;
@ -437,16 +429,6 @@ public:
bool dynamic_gi : 1; // Same as above for dynamic objects.
bool redraw_if_visible : 1;
bool on_interpolate_list : 1;
bool on_interpolate_transform_list : 1;
bool interpolated : 1;
TransformInterpolator::Method interpolation_method : 3;
// For fixed timestep interpolation.
// Note 32 bits is plenty for checksum, no need for real_t
float transform_checksum_curr;
float transform_checksum_prev;
Instance *lightmap = nullptr;
Rect2 lightmap_uv_scale;
int lightmap_slice_index;
@ -587,13 +569,6 @@ public:
dynamic_gi = false;
redraw_if_visible = false;
on_interpolate_list = false;
on_interpolate_transform_list = false;
interpolated = true;
interpolation_method = TransformInterpolator::INTERP_LERP;
transform_checksum_curr = 0.0;
transform_checksum_prev = 0.0;
lightmap_slice_index = 0;
lightmap = nullptr;
lightmap_cull_index = 0;
@ -1047,8 +1022,6 @@ public:
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform);
virtual void instance_set_interpolated(RID p_instance, bool p_interpolated);
virtual void instance_reset_physics_interpolation(RID p_instance);
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material);
@ -1430,12 +1403,6 @@ public:
virtual void set_physics_interpolation_enabled(bool p_enabled);
struct InterpolationData {
void notify_free_instance(RID p_rid, Instance &r_instance);
LocalVector<RID> instance_interpolate_update_list;
LocalVector<RID> instance_transform_update_lists[2];
LocalVector<RID> *instance_transform_update_list_curr = &instance_transform_update_lists[0];
LocalVector<RID> *instance_transform_update_list_prev = &instance_transform_update_lists[1];
bool interpolation_enabled = false;
} _interpolation_data;

View File

@ -82,8 +82,6 @@ public:
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0;
virtual void instance_reset_physics_interpolation(RID p_instance) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;

View File

@ -882,8 +882,6 @@ public:
FUNC2(instance_set_layer_mask, RID, uint32_t)
FUNC3(instance_set_pivot_data, RID, float, bool)
FUNC2(instance_set_transform, RID, const Transform3D &)
FUNC2(instance_set_interpolated, RID, bool)
FUNC1(instance_reset_physics_interpolation, RID)
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
FUNC3(instance_set_blend_shape_weight, RID, int, float)
FUNC3(instance_set_surface_override_material, RID, int, RID)

View File

@ -50,12 +50,22 @@ void RenderingServer::_canvas_item_add_circle_bind_compat_84523(RID p_item, cons
canvas_item_add_circle(p_item, p_pos, p_radius, p_color, false);
}
void RenderingServer::_instance_set_interpolated_bind_compat_104269(RID p_instance, bool p_interpolated) {
WARN_PRINT_ONCE("instance_set_interpolated() is deprecated.");
}
void RenderingServer::_instance_reset_physics_interpolation_bind_compat_104269(RID p_instance) {
WARN_PRINT_ONCE("instance_reset_physics_interpolation() is deprecated.");
}
void RenderingServer::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("multimesh_allocate_data", "multimesh", "instances", "transform_format", "color_format", "custom_data_format"), &RenderingServer::_multimesh_allocate_data_bind_compat_99455, DEFVAL(false), DEFVAL(false));
ClassDB::bind_compatibility_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective", "sky_affect"), &RenderingServer::_environment_set_fog_bind_compat_84792);
ClassDB::bind_compatibility_method(D_METHOD("canvas_item_add_multiline", "item", "points", "colors", "width"), &RenderingServer::_canvas_item_add_multiline_bind_compat_84523, DEFVAL(-1.0));
ClassDB::bind_compatibility_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &RenderingServer::_canvas_item_add_rect_bind_compat_84523);
ClassDB::bind_compatibility_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &RenderingServer::_canvas_item_add_circle_bind_compat_84523);
ClassDB::bind_compatibility_method(D_METHOD("instance_set_interpolated", "instance", "interpolated"), &RenderingServer::_instance_set_interpolated_bind_compat_104269);
ClassDB::bind_compatibility_method(D_METHOD("instance_reset_physics_interpolation", "instance"), &RenderingServer::_instance_reset_physics_interpolation_bind_compat_104269);
}
#endif

View File

@ -3164,8 +3164,6 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
ClassDB::bind_method(D_METHOD("instance_set_pivot_data", "instance", "sorting_offset", "use_aabb_center"), &RenderingServer::instance_set_pivot_data);
ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform);
ClassDB::bind_method(D_METHOD("instance_set_interpolated", "instance", "interpolated"), &RenderingServer::instance_set_interpolated);
ClassDB::bind_method(D_METHOD("instance_reset_physics_interpolation", "instance"), &RenderingServer::instance_reset_physics_interpolation);
ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id);
ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
ClassDB::bind_method(D_METHOD("instance_set_surface_override_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_override_material);

View File

@ -87,6 +87,8 @@ protected:
void _canvas_item_add_multiline_bind_compat_84523(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = -1.0);
void _canvas_item_add_rect_bind_compat_84523(RID p_item, const Rect2 &p_rect, const Color &p_color);
void _canvas_item_add_circle_bind_compat_84523(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color);
void _instance_set_interpolated_bind_compat_104269(RID p_instance, bool p_interpolated);
void _instance_reset_physics_interpolation_bind_compat_104269(RID p_instance);
static void _bind_compatibility_methods();
#endif
@ -1442,8 +1444,6 @@ public:
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0;
virtual void instance_reset_physics_interpolation(RID p_instance) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;