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@@ -41,16 +41,20 @@
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// checks to ensure there aren't more than one object added to the lists.
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// #define GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
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+void SceneTreeFTI::_reset_node3d_flags(Node3D &r_node) {
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+ r_node.data.fti_on_tick_xform_list = false;
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+ r_node.data.fti_on_tick_property_list = false;
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+ r_node.data.fti_on_frame_xform_list = false;
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+ r_node.data.fti_on_frame_property_list = false;
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+ r_node.data.fti_global_xform_interp_set = false;
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+ r_node.data.fti_frame_xform_force_update = false;
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+}
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+
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void SceneTreeFTI::_reset_flags(Node *p_node) {
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Node3D *s = Object::cast_to<Node3D>(p_node);
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if (s) {
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- s->data.fti_on_tick_xform_list = false;
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- s->data.fti_on_tick_property_list = false;
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- s->data.fti_on_frame_xform_list = false;
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- s->data.fti_on_frame_property_list = false;
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- s->data.fti_global_xform_interp_set = false;
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- s->data.fti_frame_xform_force_update = false;
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+ _reset_node3d_flags(*s);
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// In most cases the later NOTIFICATION_RESET_PHYSICS_INTERPOLATION
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// will reset this, but this should help cover hidden nodes.
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@@ -270,13 +274,15 @@ void SceneTreeFTI::node_3d_notify_delete(Node3D *p_node) {
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MutexLock(data.mutex);
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- p_node->data.fti_on_frame_xform_list = false;
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-
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// Ensure this is kept in sync with the lists, in case a node
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// is removed and re-added to the scene tree multiple times
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// on the same frame / tick.
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p_node->_set_physics_interpolation_reset_requested(false);
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+ // Keep flags consistent for the same as a new node,
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+ // because this node may re-enter the scene tree.
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+ _reset_node3d_flags(*p_node);
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+
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// This can potentially be optimized for large scenes with large churn,
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// as it will be doing a linear search through the lists.
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data.tick_xform_list[0].erase_unordered(p_node);
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