SceneTreeFTI faster access to Node children
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@ -47,6 +47,8 @@ SAFE_NUMERIC_TYPE_PUN_GUARANTEES(uint32_t)
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class Node : public Object {
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GDCLASS(Node, Object);
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friend class SceneTreeFTI;
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protected:
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// During group processing, these are thread-safe.
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// Outside group processing, these avoid the cost of sync by working as plain primitive types.
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@ -318,12 +318,19 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, f
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return;
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}
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// Temporary direct access to children cache for speed.
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// Maybe replaced later by a more generic fast access method
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// for children.
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p_node->_update_children_cache();
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Span<Node *> children = p_node->data.children_cache.span();
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uint32_t num_children = children.size();
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// Not a Node3D.
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// Could be e.g. a viewport or something
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// so we should still recurse to children.
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if (!s) {
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for (int n = 0; n < p_node->get_child_count(); n++) {
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_update_dirty_nodes(p_node->get_child(n), p_current_frame, p_interpolation_fraction, p_active, nullptr, p_depth + 1);
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for (uint32_t n = 0; n < num_children; n++) {
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_update_dirty_nodes(children.ptr()[n], p_current_frame, p_interpolation_fraction, p_active, nullptr, p_depth + 1);
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}
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return;
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}
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@ -424,8 +431,8 @@ void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, f
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s->_clear_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM);
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// Recurse to children.
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for (int n = 0; n < p_node->get_child_count(); n++) {
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_update_dirty_nodes(p_node->get_child(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);
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for (uint32_t n = 0; n < num_children; n++) {
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_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);
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}
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}
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