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`FTI` - Change `SceneTree` global setting to static

Also fixup FTI configuration warnings so that they only output when the project is using FTI.
lawnjelly пре 1 месец
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583c72f999

+ 1 - 1
scene/2d/light_2d.cpp

@@ -216,7 +216,7 @@ void Light2D::_notification(int p_what) {
 		} break;
 
 		case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
-			if (is_visible_in_tree() && is_physics_interpolated()) {
+			if (is_visible_in_tree() && is_physics_interpolated_and_enabled()) {
 				// Explicitly make sure the transform is up to date in RenderingServer before
 				// resetting. This is necessary because NOTIFICATION_TRANSFORM_CHANGED
 				// is normally deferred, and a client change to transform will not always be sent

+ 1 - 1
scene/2d/light_occluder_2d.cpp

@@ -206,7 +206,7 @@ void LightOccluder2D::_notification(int p_what) {
 		} break;
 
 		case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
-			if (is_visible_in_tree() && is_physics_interpolated()) {
+			if (is_visible_in_tree() && is_physics_interpolated_and_enabled()) {
 				// Explicitly make sure the transform is up to date in RenderingServer before
 				// resetting. This is necessary because NOTIFICATION_TRANSFORM_CHANGED
 				// is normally deferred, and a client change to transform will not always be sent

+ 1 - 1
scene/2d/physics/physics_body_2d.cpp

@@ -173,7 +173,7 @@ void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
 PackedStringArray PhysicsBody2D::get_configuration_warnings() const {
 	PackedStringArray warnings = CollisionObject2D::get_configuration_warnings();
 
-	if (!is_physics_interpolated()) {
+	if (SceneTree::is_fti_enabled_in_project() && !is_physics_interpolated()) {
 		warnings.push_back(RTR("PhysicsBody2D will not work correctly on a non-interpolated branch of the SceneTree.\nCheck the node's inherited physics_interpolation_mode."));
 	}
 

+ 2 - 2
scene/2d/tile_map_layer.cpp

@@ -239,7 +239,7 @@ void TileMapLayer::_rendering_update(bool p_force_cleanup) {
 		}
 
 		// Update all dirty quadrants.
-		bool needs_set_not_interpolated = is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && !is_physics_interpolated();
+		bool needs_set_not_interpolated = SceneTree::is_fti_enabled() && !is_physics_interpolated();
 		for (SelfList<RenderingQuadrant> *quadrant_list_element = dirty_rendering_quadrant_list.first(); quadrant_list_element;) {
 			SelfList<RenderingQuadrant> *next_quadrant_list_element = quadrant_list_element->next(); // "Hack" to clear the list while iterating.
 
@@ -593,7 +593,7 @@ void TileMapLayer::_rendering_occluders_update_cell(CellData &r_cell_data) {
 				bool transpose = (r_cell_data.cell.alternative_tile & TileSetAtlasSource::TRANSFORM_TRANSPOSE);
 
 				// Create, update or clear occluders.
-				bool needs_set_not_interpolated = is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && !is_physics_interpolated();
+				bool needs_set_not_interpolated = SceneTree::is_fti_enabled() && !is_physics_interpolated();
 				for (uint32_t occlusion_layer_index = 0; occlusion_layer_index < r_cell_data.occluders.size(); occlusion_layer_index++) {
 					LocalVector<RID> &occluders = r_cell_data.occluders[occlusion_layer_index];
 

+ 1 - 1
scene/3d/node_3d.cpp

@@ -509,7 +509,7 @@ Transform3D Node3D::get_global_transform_interpolated() {
 	// Pass through if physics interpolation is switched off.
 	// This is a convenience, as it allows you to easy turn off interpolation
 	// without changing any code.
-	if (is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && !Engine::get_singleton()->is_in_physics_frame()) {
+	if (SceneTree::is_fti_enabled() && is_inside_tree() && !Engine::get_singleton()->is_in_physics_frame()) {
 		// Note that with SceneTreeFTI, we may want to calculate interpolated transform for a node
 		// with physics interpolation set to OFF, if it has a parent that is ON.
 

+ 1 - 1
scene/3d/physics/physics_body_3d.cpp

@@ -213,7 +213,7 @@ real_t PhysicsBody3D::get_inverse_mass() const {
 PackedStringArray PhysicsBody3D::get_configuration_warnings() const {
 	PackedStringArray warnings = CollisionObject3D::get_configuration_warnings();
 
-	if (!is_physics_interpolated()) {
+	if (SceneTree::is_fti_enabled_in_project() && !is_physics_interpolated()) {
 		warnings.push_back(RTR("PhysicsBody3D will not work correctly on a non-interpolated branch of the SceneTree.\nCheck the node's inherited physics_interpolation_mode."));
 	}
 

+ 2 - 2
scene/3d/xr/xr_nodes.cpp

@@ -92,7 +92,7 @@ PackedStringArray XRCamera3D::get_configuration_warnings() const {
 			warnings.push_back(RTR("XRCamera3D may not function as expected without an XROrigin3D node as its parent."));
 		};
 
-		if (is_physics_interpolated()) {
+		if (SceneTree::is_fti_enabled_in_project() && is_physics_interpolated()) {
 			warnings.push_back(RTR("XRCamera3D should have physics_interpolation_mode set to OFF in order to avoid jitter."));
 		}
 	}
@@ -501,7 +501,7 @@ PackedStringArray XRNode3D::get_configuration_warnings() const {
 			warnings.push_back(RTR("No pose is set."));
 		}
 
-		if (is_physics_interpolated()) {
+		if (SceneTree::is_fti_enabled_in_project() && is_physics_interpolated()) {
 			warnings.push_back(RTR("XRNode3D should have physics_interpolation_mode set to OFF in order to avoid jitter."));
 		}
 	}

+ 1 - 1
scene/main/canvas_item.cpp

@@ -405,7 +405,7 @@ void CanvasItem::_notification(int p_what) {
 		} break;
 
 		case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
-			if (is_visible_in_tree() && is_physics_interpolated()) {
+			if (is_visible_in_tree() && is_physics_interpolated_and_enabled()) {
 				RenderingServer::get_singleton()->canvas_item_reset_physics_interpolation(canvas_item);
 			}
 		} break;

+ 1 - 1
scene/main/node.h

@@ -711,7 +711,7 @@ public:
 	void set_physics_interpolation_mode(PhysicsInterpolationMode p_mode);
 	PhysicsInterpolationMode get_physics_interpolation_mode() const { return data.physics_interpolation_mode; }
 	_FORCE_INLINE_ bool is_physics_interpolated() const { return data.physics_interpolated; }
-	_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const { return is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && is_physics_interpolated(); }
+	_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const { return SceneTree::is_fti_enabled() && is_physics_interpolated(); }
 	void reset_physics_interpolation();
 
 	bool is_enabled() const;

+ 6 - 4
scene/main/scene_tree.cpp

@@ -137,6 +137,9 @@ void SceneTree::ClientPhysicsInterpolation::physics_process() {
 }
 #endif // _3D_DISABLED
 
+bool SceneTree::_physics_interpolation_enabled = false;
+bool SceneTree::_physics_interpolation_enabled_in_project = false;
+
 void SceneTree::tree_changed() {
 	emit_signal(tree_changed_name);
 }
@@ -566,6 +569,9 @@ void SceneTree::initialize() {
 }
 
 void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
+	// This version is for use in editor.
+	_physics_interpolation_enabled_in_project = p_enabled;
+
 	// We never want interpolation in the editor.
 	if (Engine::get_singleton()->is_editor_hint()) {
 		p_enabled = false;
@@ -586,10 +592,6 @@ void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
 	}
 }
 
-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

+ 13 - 2
scene/main/scene_tree.h

@@ -146,7 +146,14 @@ private:
 	HashMap<StringName, Group> group_map;
 	bool _quit = false;
 
-	bool _physics_interpolation_enabled = false;
+	// Static so we can get directly instead of via SceneTree pointer.
+	static bool _physics_interpolation_enabled;
+
+	// Note that physics interpolation is hard coded to OFF in the editor,
+	// therefore we have a second bool to enable e.g. configuration warnings
+	// to only take effect when the project is using physics interpolation.
+	static bool _physics_interpolation_enabled_in_project;
+
 	SceneTreeFTI scene_tree_fti;
 
 	StringName tree_changed_name = "tree_changed";
@@ -446,7 +453,11 @@ public:
 	//default texture settings
 
 	void set_physics_interpolation_enabled(bool p_enabled);
-	bool is_physics_interpolation_enabled() const;
+	bool is_physics_interpolation_enabled() const { return _physics_interpolation_enabled; }
+
+	// Different name to disambiguate fast static versions from the user bound versions.
+	static bool is_fti_enabled() { return _physics_interpolation_enabled; }
+	static bool is_fti_enabled_in_project() { return _physics_interpolation_enabled_in_project; }
 
 #ifndef _3D_DISABLED
 	void client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem);