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-rw-r--r--scene/main/scene_tree.cpp65
1 files changed, 65 insertions, 0 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index ced6d9aaa6..f0c9e8a866 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -59,6 +59,7 @@
#include "servers/navigation_server_3d.h"
#include "servers/physics_server_2d.h"
#ifndef _3D_DISABLED
+#include "scene/3d/node_3d.h"
#include "scene/resources/3d/world_3d.h"
#include "servers/physics_server_3d.h"
#endif // _3D_DISABLED
@@ -118,6 +119,29 @@ void SceneTreeTimer::release_connections() {
SceneTreeTimer::SceneTreeTimer() {}
+#ifndef _3D_DISABLED
+// This should be called once per physics tick, to make sure the transform previous and current
+// is kept up to date on the few Node3Ds that are using client side physics interpolation.
+void SceneTree::ClientPhysicsInterpolation::physics_process() {
+ for (SelfList<Node3D> *E = _node_3d_list.first(); E;) {
+ Node3D *node_3d = E->self();
+
+ SelfList<Node3D> *current = E;
+
+ // Get the next element here BEFORE we potentially delete one.
+ E = E->next();
+
+ // This will return false if the Node3D has timed out ..
+ // i.e. if get_global_transform_interpolated() has not been called
+ // for a few seconds, we can delete from the list to keep processing
+ // to a minimum.
+ if (!node_3d->update_client_physics_interpolation_data()) {
+ _node_3d_list.remove(current);
+ }
+ }
+}
+#endif
+
void SceneTree::tree_changed() {
emit_signal(tree_changed_name);
}
@@ -466,9 +490,31 @@ bool SceneTree::is_physics_interpolation_enabled() const {
return _physics_interpolation_enabled;
}
+#ifndef _3D_DISABLED
+void SceneTree::client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem) {
+ // This ensures that _update_physics_interpolation_data() will be called at least once every
+ // physics tick, to ensure the previous and current transforms are kept up to date.
+ _client_physics_interpolation._node_3d_list.add(p_elem);
+}
+
+void SceneTree::client_physics_interpolation_remove_node_3d(SelfList<Node3D> *p_elem) {
+ _client_physics_interpolation._node_3d_list.remove(p_elem);
+}
+#endif
+
void SceneTree::iteration_prepare() {
if (_physics_interpolation_enabled) {
+ // Make sure any pending transforms from the last tick / frame
+ // are flushed before pumping the interpolation prev and currents.
+ flush_transform_notifications();
RenderingServer::get_singleton()->tick();
+
+#ifndef _3D_DISABLED
+ // Any objects performing client physics interpolation
+ // should be given an opportunity to keep their previous transforms
+ // up to date before each new physics tick.
+ _client_physics_interpolation.physics_process();
+#endif
}
}
@@ -503,6 +549,14 @@ bool SceneTree::physics_process(double p_time) {
return _quit;
}
+void SceneTree::iteration_end() {
+ // When physics interpolation is active, we want all pending transforms
+ // to be flushed to the RenderingServer before finishing a physics tick.
+ if (_physics_interpolation_enabled) {
+ flush_transform_notifications();
+ }
+}
+
bool SceneTree::process(double p_time) {
if (MainLoop::process(p_time)) {
_quit = true;
@@ -570,6 +624,10 @@ bool SceneTree::process(double p_time) {
#endif // _3D_DISABLED
#endif // TOOLS_ENABLED
+ if (_physics_interpolation_enabled) {
+ RenderingServer::get_singleton()->pre_draw(true);
+ }
+
return _quit;
}
@@ -1761,6 +1819,13 @@ SceneTree::SceneTree() {
set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false));
+ // Always disable jitter fix if physics interpolation is enabled -
+ // Jitter fix will interfere with interpolation, and is not necessary
+ // when interpolation is active.
+ if (is_physics_interpolation_enabled()) {
+ Engine::get_singleton()->set_physics_jitter_fix(0);
+ }
+
// Initialize network state.
set_multiplayer(MultiplayerAPI::create_default_interface());