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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.
lawnjelly 6 mēneši atpakaļ
vecāks
revīzija
ae04a3a5dd

+ 8 - 4
core/error/error_macros.h

@@ -826,10 +826,14 @@ void _physics_interpolation_warning(const char *p_function, const char *p_file,
 #endif
 
 #ifdef DEV_ENABLED
-#define DEV_CHECK_ONCE(m_cond)                                                   \
-	if (unlikely(!(m_cond))) {                                                   \
-		ERR_PRINT_ONCE("DEV_CHECK_ONCE failed  \"" _STR(m_cond) "\" is false."); \
-	} else                                                                       \
+#define DEV_CHECK_ONCE(m_cond)                                                                                           \
+	if (true) {                                                                                                          \
+		static bool first_print = true;                                                                                  \
+		if (first_print && unlikely(!(m_cond))) {                                                                        \
+			_err_print_error(FUNCTION_STR, __FILE__, __LINE__, "DEV_CHECK_ONCE failed  \"" _STR(m_cond) "\" is false."); \
+			first_print = false;                                                                                         \
+		}                                                                                                                \
+	} else                                                                                                               \
 		((void)0)
 #else
 #define DEV_CHECK_ONCE(m_cond)

+ 49 - 0
core/templates/interpolated_property.cpp

@@ -0,0 +1,49 @@
+/**************************************************************************/
+/*  interpolated_property.cpp                                             */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#include "interpolated_property.h"
+
+#include "core/math/vector2.h"
+
+namespace InterpolatedPropertyFuncs {
+
+float lerp(float p_a, float p_b, float p_fraction) {
+	return Math::lerp(p_a, p_b, p_fraction);
+}
+
+double lerp(double p_a, double p_b, float p_fraction) {
+	return Math::lerp(p_a, p_b, (double)p_fraction);
+}
+
+Vector2 lerp(const Vector2 &p_a, const Vector2 &p_b, float p_fraction) {
+	return p_a.lerp(p_b, p_fraction);
+}
+
+} //namespace InterpolatedPropertyFuncs

+ 107 - 0
core/templates/interpolated_property.h

@@ -0,0 +1,107 @@
+/**************************************************************************/
+/*  interpolated_property.h                                               */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#pragma once
+
+struct Vector2;
+
+namespace InterpolatedPropertyFuncs {
+float lerp(float p_a, float p_b, float p_fraction);
+double lerp(double p_a, double p_b, float p_fraction);
+Vector2 lerp(const Vector2 &p_a, const Vector2 &p_b, float p_fraction);
+} //namespace InterpolatedPropertyFuncs
+
+// This class is intended to reduce the boiler plate involved to
+// support custom properties to be physics interpolated.
+
+template <class T>
+class InterpolatedProperty {
+	// Only needs interpolating / updating the servers when
+	// curr and prev are different.
+	bool _needs_interpolating = false;
+	T _interpolated;
+	T curr;
+	T prev;
+
+public:
+	// FTI depends on the constant flow between current values
+	// (on the current tick) and stored previous values (on the previous tick).
+	// These should be updated both on each tick, and also on resets.
+	void pump() {
+		prev = curr;
+		_needs_interpolating = false;
+	}
+	void reset() { pump(); }
+
+	void set_interpolated_value(const T &p_val) {
+		_interpolated = p_val;
+	}
+	const T &interpolated() const { return _interpolated; }
+	bool needs_interpolating() const { return _needs_interpolating; }
+
+	bool interpolate(float p_interpolation_fraction) {
+		if (_needs_interpolating) {
+			_interpolated = InterpolatedPropertyFuncs::lerp(prev, curr, p_interpolation_fraction);
+			return true;
+		}
+		return false;
+	}
+
+	operator T() const {
+		return curr;
+	}
+
+	bool operator==(const T &p_o) const {
+		return p_o == curr;
+	}
+
+	bool operator!=(const T &p_o) const {
+		return p_o != curr;
+	}
+
+	InterpolatedProperty &operator=(T p_val) {
+		curr = p_val;
+		_interpolated = p_val;
+		_needs_interpolating = true;
+		return *this;
+	}
+	InterpolatedProperty(T p_val) {
+		curr = p_val;
+		_interpolated = p_val;
+		pump();
+	}
+	InterpolatedProperty() {
+		// Ensure either the constructor is run,
+		// or the memory is zeroed if using a fundamental type.
+		_interpolated = T{};
+		curr = T{};
+		prev = T{};
+	}
+};

+ 1 - 0
doc/classes/BoneAttachment3D.xml

@@ -59,5 +59,6 @@
 			Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. When set to [code]false[/code], the BoneAttachment3D will always be set to the bone's transform.
 			[b]Note:[/b] This override performs interruptively in the skeleton update process using signals due to the old design. It may cause unintended behavior when used at the same time with [SkeletonModifier3D].
 		</member>
+		<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="2" />
 	</members>
 </class>

+ 0 - 16
doc/classes/RenderingServer.xml

@@ -1931,14 +1931,6 @@
 				Sets the visibility range values for the given geometry instance. Equivalent to [member GeometryInstance3D.visibility_range_begin] and related properties.
 			</description>
 		</method>
-		<method name="instance_reset_physics_interpolation">
-			<return type="void" />
-			<param index="0" name="instance" type="RID" />
-			<description>
-				Prevents physics interpolation for the current physics tick.
-				This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.
-			</description>
-		</method>
 		<method name="instance_set_base">
 			<return type="void" />
 			<param index="0" name="instance" type="RID" />
@@ -1980,14 +1972,6 @@
 				If [code]true[/code], ignores both frustum and occlusion culling on the specified 3D geometry instance. This is not the same as [member GeometryInstance3D.ignore_occlusion_culling], which only ignores occlusion culling and leaves frustum culling intact.
 			</description>
 		</method>
-		<method name="instance_set_interpolated">
-			<return type="void" />
-			<param index="0" name="instance" type="RID" />
-			<param index="1" name="interpolated" type="bool" />
-			<description>
-				Turns on and off physics interpolation for the instance.
-			</description>
-		</method>
 		<method name="instance_set_layer_mask">
 			<return type="void" />
 			<param index="0" name="instance" type="RID" />

+ 1 - 0
doc/classes/VehicleWheel3D.xml

@@ -64,6 +64,7 @@
 			[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
 			A negative value will result in the wheel reversing.
 		</member>
+		<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="2" />
 		<member name="steering" type="float" setter="set_steering" getter="get_steering" default="0.0">
 			The steering angle for the wheel, in radians. Setting this to a non-zero value will result in the vehicle turning when it's moving.
 		</member>

+ 8 - 0
misc/extension_api_validation/4.4-stable.expected

@@ -82,3 +82,11 @@ Validate extension JSON: Error: Field 'classes/TextServerExtension/methods/_shap
 Validate extension JSON: Error: Field 'classes/TextServerExtension/methods/_shaped_text_draw_outline/arguments': size changed value in new API, from 7 to 8.
 
 Optional "oversmpling" argument added. Compatibility methods registered.
+
+
+GH-104269
+---------
+Validate extension JSON: API was removed: classes/RenderingServer/methods/instance_set_interpolated
+Validate extension JSON: API was removed: classes/RenderingServer/methods/instance_reset_physics_interpolation
+
+Functionality moved out of server.

+ 1 - 0
scene/3d/bone_attachment_3d.cpp

@@ -366,6 +366,7 @@ void BoneAttachment3D::notify_rebind_required() {
 #endif // TOOLS_ENABLED
 
 BoneAttachment3D::BoneAttachment3D() {
+	set_physics_interpolation_mode(PHYSICS_INTERPOLATION_MODE_OFF);
 }
 
 void BoneAttachment3D::_bind_methods() {

+ 66 - 97
scene/3d/camera_3d.cpp

@@ -41,6 +41,64 @@ void Camera3D::_request_camera_update() {
 	_update_camera();
 }
 
+void Camera3D::fti_pump_property() {
+	switch (mode) {
+		default:
+			break;
+		case PROJECTION_PERSPECTIVE: {
+			fov.pump();
+		} break;
+		case PROJECTION_ORTHOGONAL: {
+			size.pump();
+		} break;
+		case PROJECTION_FRUSTUM: {
+			size.pump();
+			frustum_offset.pump();
+		} break;
+	}
+	_near.pump();
+	_far.pump();
+
+	Node3D::fti_pump_property();
+}
+
+void Camera3D::fti_update_servers_property() {
+	if (camera.is_valid()) {
+		float f = Engine::get_singleton()->get_physics_interpolation_fraction();
+
+		switch (mode) {
+			default:
+				break;
+			case PROJECTION_PERSPECTIVE: {
+				// If there have been changes due to interpolation, update the servers.
+				if (fov.interpolate(f) || _near.interpolate(f) || _far.interpolate(f)) {
+					RS::get_singleton()->camera_set_perspective(camera, fov.interpolated(), _near.interpolated(), _far.interpolated());
+				}
+			} break;
+			case PROJECTION_ORTHOGONAL: {
+				if (size.interpolate(f) || _near.interpolate(f) || _far.interpolate(f)) {
+					RS::get_singleton()->camera_set_orthogonal(camera, size.interpolated(), _near.interpolated(), _far.interpolated());
+				}
+			} break;
+			case PROJECTION_FRUSTUM: {
+				if (size.interpolate(f) || frustum_offset.interpolate(f) || _near.interpolate(f) || _far.interpolate(f)) {
+					RS::get_singleton()->camera_set_frustum(camera, size.interpolated(), frustum_offset.interpolated(), _near.interpolated(), _far.interpolated());
+				}
+			} break;
+		}
+	}
+
+	Node3D::fti_update_servers_property();
+}
+
+void Camera3D::fti_update_servers_xform() {
+	if (camera.is_valid()) {
+		Transform3D tr = _get_adjusted_camera_transform(_get_cached_global_transform_interpolated());
+		RS::get_singleton()->camera_set_transform(camera, tr);
+	}
+	Node3D::fti_update_servers_xform();
+}
+
 void Camera3D::_update_camera_mode() {
 	force_change = true;
 	switch (mode) {
@@ -55,6 +113,7 @@ void Camera3D::_update_camera_mode() {
 			set_frustum(size, frustum_offset, _near, _far);
 		} break;
 	}
+	fti_notify_node_changed(false);
 }
 
 void Camera3D::_validate_property(PropertyInfo &p_property) const {
@@ -92,12 +151,8 @@ void Camera3D::_update_camera() {
 	if (!is_physics_interpolated_and_enabled()) {
 		RenderingServer::get_singleton()->camera_set_transform(camera, get_camera_transform());
 	} else {
-		// Ideally we shouldn't be moving a physics interpolated camera within a frame,
-		// because it will break smooth interpolation, but it may occur on e.g. level load.
-		if (!Engine::get_singleton()->is_in_physics_frame() && camera.is_valid()) {
-			_physics_interpolation_ensure_transform_calculated(true);
-			RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
-		}
+		// Force a refresh next frame.
+		fti_notify_node_changed();
 	}
 
 	if (is_part_of_edited_scene() || !is_current()) {
@@ -111,40 +166,6 @@ void Camera3D::_physics_interpolated_changed() {
 	_update_process_mode();
 }
 
-void Camera3D::_physics_interpolation_ensure_data_flipped() {
-	// The curr -> previous update can either occur
-	// on the INTERNAL_PHYSICS_PROCESS OR
-	// on NOTIFICATION_TRANSFORM_CHANGED,
-	// if NOTIFICATION_TRANSFORM_CHANGED takes place
-	// earlier than INTERNAL_PHYSICS_PROCESS on a tick.
-	// This is to ensure that the data keeps flowing, but the new data
-	// doesn't overwrite before prev has been set.
-
-	// Keep the data flowing.
-	uint64_t tick = Engine::get_singleton()->get_physics_frames();
-	if (_interpolation_data.last_update_physics_tick != tick) {
-		_interpolation_data.xform_prev = _interpolation_data.xform_curr;
-		_interpolation_data.last_update_physics_tick = tick;
-		physics_interpolation_flip_data();
-	}
-}
-
-void Camera3D::_physics_interpolation_ensure_transform_calculated(bool p_force) const {
-	DEV_CHECK_ONCE(!Engine::get_singleton()->is_in_physics_frame());
-
-	InterpolationData &id = _interpolation_data;
-	uint64_t frame = Engine::get_singleton()->get_frames_drawn();
-
-	if (id.last_update_frame != frame || p_force) {
-		id.last_update_frame = frame;
-
-		TransformInterpolator::interpolate_transform_3d(id.xform_prev, id.xform_curr, id.xform_interpolated, Engine::get_singleton()->get_physics_interpolation_fraction());
-
-		Transform3D &tr = id.camera_xform_interpolated;
-		tr = _get_adjusted_camera_transform(id.xform_interpolated);
-	}
-}
-
 void Camera3D::set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal) {
 	_desired_process_internal = p_process_internal;
 	_desired_physics_process_internal = p_physics_process_internal;
@@ -152,17 +173,8 @@ void Camera3D::set_desired_process_modes(bool p_process_internal, bool p_physics
 }
 
 void Camera3D::_update_process_mode() {
-	bool process = _desired_process_internal;
-	bool physics_process = _desired_physics_process_internal;
-
-	if (is_physics_interpolated_and_enabled()) {
-		if (is_current()) {
-			process = true;
-			physics_process = true;
-		}
-	}
-	set_process_internal(process);
-	set_physics_process_internal(physics_process);
+	set_process_internal(_desired_process_internal);
+	set_physics_process_internal(_desired_physics_process_internal);
 }
 
 void Camera3D::_notification(int p_what) {
@@ -186,60 +198,18 @@ void Camera3D::_notification(int p_what) {
 #endif
 		} break;
 
-		case NOTIFICATION_INTERNAL_PROCESS: {
-			if (is_physics_interpolated_and_enabled() && camera.is_valid()) {
-				_physics_interpolation_ensure_transform_calculated();
-
-#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
-				print_line("\t\tinterpolated Camera3D: " + rtos(_interpolation_data.xform_interpolated.origin.x) + "\t( prev " + rtos(_interpolation_data.xform_prev.origin.x) + ", curr " + rtos(_interpolation_data.xform_curr.origin.x) + " ) on tick " + itos(Engine::get_singleton()->get_physics_frames()));
-#endif
-
-				RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
-			}
-		} break;
-
-		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
-			if (is_physics_interpolated_and_enabled()) {
-				_physics_interpolation_ensure_data_flipped();
-				_interpolation_data.xform_curr = get_global_transform();
-			}
-		} break;
-
 		case NOTIFICATION_TRANSFORM_CHANGED: {
-			if (is_physics_interpolated_and_enabled()) {
-				_physics_interpolation_ensure_data_flipped();
-				_interpolation_data.xform_curr = get_global_transform();
 #if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
+			if (is_physics_interpolated_and_enabled()) {
 				if (!Engine::get_singleton()->is_in_physics_frame()) {
 					PHYSICS_INTERPOLATION_NODE_WARNING(get_instance_id(), "Interpolated Camera3D triggered from outside physics process");
 				}
-#endif
 			}
+#endif
 			_request_camera_update();
 			if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
 				velocity_tracker->update_position(get_global_transform().origin);
 			}
-			// Allow auto-reset when first adding to the tree, as a convenience.
-			if (_is_physics_interpolation_reset_requested() && is_inside_tree()) {
-				_notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
-				_set_physics_interpolation_reset_requested(false);
-			}
-		} break;
-
-		case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
-			if (is_inside_tree()) {
-				_interpolation_data.xform_curr = get_global_transform();
-				_interpolation_data.xform_prev = _interpolation_data.xform_curr;
-				_update_process_mode();
-			}
-		} break;
-
-		case NOTIFICATION_SUSPENDED:
-		case NOTIFICATION_PAUSED: {
-			if (is_physics_interpolated_and_enabled() && is_inside_tree() && is_visible_in_tree()) {
-				_physics_interpolation_ensure_transform_calculated(true);
-				RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
-			}
 		} break;
 
 		case NOTIFICATION_EXIT_WORLD: {
@@ -289,8 +259,7 @@ Transform3D Camera3D::_get_adjusted_camera_transform(const Transform3D &p_xform)
 
 Transform3D Camera3D::get_camera_transform() const {
 	if (is_physics_interpolated_and_enabled() && !Engine::get_singleton()->is_in_physics_frame()) {
-		_physics_interpolation_ensure_transform_calculated();
-		return _interpolation_data.camera_xform_interpolated;
+		return _get_adjusted_camera_transform(_get_cached_global_transform_interpolated());
 	}
 
 	return _get_adjusted_camera_transform(get_global_transform());

+ 11 - 24
scene/3d/camera_3d.h

@@ -30,6 +30,7 @@
 
 #pragma once
 
+#include "core/templates/interpolated_property.h"
 #include "scene/3d/node_3d.h"
 #include "scene/3d/velocity_tracker_3d.h"
 #include "scene/resources/camera_attributes.h"
@@ -64,12 +65,12 @@ private:
 
 	ProjectionType mode = PROJECTION_PERSPECTIVE;
 
-	real_t fov = 75.0;
-	real_t size = 1.0;
-	Vector2 frustum_offset;
+	InterpolatedProperty<real_t> fov = 75.0;
+	InterpolatedProperty<real_t> size = 1.0;
+	InterpolatedProperty<Vector2> frustum_offset;
 	// _ prefix to avoid conflict with Windows defines.
-	real_t _near = 0.05;
-	real_t _far = 4000.0;
+	InterpolatedProperty<real_t> _near = 0.05;
+	InterpolatedProperty<real_t> _far = 4000.0;
 	real_t v_offset = 0.0;
 	real_t h_offset = 0.0;
 	KeepAspect keep_aspect = KEEP_HEIGHT;
@@ -99,25 +100,10 @@ private:
 	Vector<Vector3> pyramid_shape_points;
 #endif // PHYSICS_3D_DISABLED
 
-	///////////////////////////////////////////////////////
-	// INTERPOLATION FUNCTIONS
-	void _physics_interpolation_ensure_transform_calculated(bool p_force = false) const;
-	void _physics_interpolation_ensure_data_flipped();
-
-	// These can be set by derived Camera3Ds, if they wish to do processing
-	// (while still allowing physics interpolation to function).
+	// These can be set by derived Cameras.
 	bool _desired_process_internal = false;
 	bool _desired_physics_process_internal = false;
 
-	mutable struct InterpolationData {
-		Transform3D xform_curr;
-		Transform3D xform_prev;
-		Transform3D xform_interpolated;
-		Transform3D camera_xform_interpolated; // After modification according to camera type.
-		uint32_t last_update_physics_tick = 0;
-		uint32_t last_update_frame = UINT32_MAX;
-	} _interpolation_data;
-
 	void _update_process_mode();
 
 protected:
@@ -125,9 +111,6 @@ protected:
 	// This is because physics interpolation may need to request process modes additionally.
 	void set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal);
 
-	// Opportunity for derived classes to interpolate extra attributes.
-	virtual void physics_interpolation_flip_data() {}
-
 	virtual void _physics_interpolated_changed() override;
 	virtual Transform3D _get_adjusted_camera_transform(const Transform3D &p_xform) const;
 	///////////////////////////////////////////////////////
@@ -136,6 +119,10 @@ protected:
 	virtual void _request_camera_update();
 	void _update_camera_mode();
 
+	virtual void fti_pump_property() override;
+	virtual void fti_update_servers_property() override;
+	virtual void fti_update_servers_xform() override;
+
 	void _notification(int p_what);
 	void _validate_property(PropertyInfo &p_property) const;
 

+ 1 - 1
scene/3d/cpu_particles_3d.cpp

@@ -738,7 +738,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
 	Transform3D emission_xform;
 	Basis velocity_xform;
 	if (!local_coords) {
-		emission_xform = get_global_transform();
+		emission_xform = get_global_transform_interpolated();
 		velocity_xform = emission_xform.basis;
 	}
 

+ 75 - 2
scene/3d/node_3d.cpp

@@ -126,7 +126,7 @@ void Node3D::_propagate_transform_changed(Node3D *p_origin) {
 			callable_mp(this, &Node3D::_propagate_transform_changed_deferred).call_deferred();
 		}
 	}
-	_set_dirty_bits(DIRTY_GLOBAL_TRANSFORM);
+	_set_dirty_bits(DIRTY_GLOBAL_TRANSFORM | DIRTY_GLOBAL_INTERPOLATED_TRANSFORM);
 }
 
 void Node3D::_notification(int p_what) {
@@ -164,16 +164,40 @@ void Node3D::_notification(int p_what) {
 				}
 			}
 
-			_set_dirty_bits(DIRTY_GLOBAL_TRANSFORM); // Global is always dirty upon entering a scene.
+			_set_dirty_bits(DIRTY_GLOBAL_TRANSFORM | DIRTY_GLOBAL_INTERPOLATED_TRANSFORM); // Global is always dirty upon entering a scene.
 			_notify_dirty();
 
 			notification(NOTIFICATION_ENTER_WORLD);
 			_update_visibility_parent(true);
+
+			if (is_inside_tree() && get_tree()->is_physics_interpolation_enabled()) {
+				// Always reset FTI when entering tree and update the servers,
+				// both for interpolated and non-interpolated nodes,
+				// to ensure the server xforms are up to date.
+				fti_pump_xform();
+
+				// No need to interpolate as we are doing a reset.
+				data.global_transform_interpolated = get_global_transform();
+
+				// Make sure servers are up to date.
+				fti_update_servers_xform();
+
+				// As well as a reset based on the transform when adding, the user may change
+				// the transform during the first tick / frame, and we want to reset automatically
+				// at the end of the frame / tick (unless the user manually called `reset_physics_interpolation()`).
+				if (is_physics_interpolated()) {
+					get_tree()->get_scene_tree_fti().node_3d_request_reset(this);
+				}
+			}
 		} break;
 
 		case NOTIFICATION_EXIT_TREE: {
 			ERR_MAIN_THREAD_GUARD;
 
+			if (is_inside_tree()) {
+				get_tree()->get_scene_tree_fti().node_3d_notify_delete(this);
+			}
+
 			notification(NOTIFICATION_EXIT_WORLD, true);
 			if (xform_change.in_list()) {
 				get_tree()->xform_change_list.remove(&xform_change);
@@ -240,6 +264,18 @@ void Node3D::_notification(int p_what) {
 			if (data.client_physics_interpolation_data) {
 				data.client_physics_interpolation_data->global_xform_prev = data.client_physics_interpolation_data->global_xform_curr;
 			}
+
+			// In most cases, nodes derived from Node3D will have to already have reset code available for SceneTreeFTI,
+			// so it makes sense for them to reuse this method rather than respond individually to NOTIFICATION_RESET_PHYSICS_INTERPOLATION,
+			// unless they need to perform specific tasks (like changing process modes).
+			fti_pump_xform();
+			fti_pump_property();
+		} break;
+		case NOTIFICATION_SUSPENDED:
+		case NOTIFICATION_PAUSED: {
+			if (is_physics_interpolated_and_enabled()) {
+				data.local_transform_prev = get_transform();
+			}
 		} break;
 	}
 }
@@ -251,6 +287,7 @@ void Node3D::set_basis(const Basis &p_basis) {
 }
 void Node3D::set_quaternion(const Quaternion &p_quaternion) {
 	ERR_THREAD_GUARD;
+	fti_notify_node_changed();
 
 	if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
 		// We need the scale part, so if these are dirty, update it
@@ -317,8 +354,19 @@ void Node3D::set_global_rotation_degrees(const Vector3 &p_euler_degrees) {
 	set_global_rotation(radians);
 }
 
+void Node3D::fti_pump_xform() {
+	data.local_transform_prev = get_transform();
+}
+
+void Node3D::fti_notify_node_changed(bool p_transform_changed) {
+	if (is_inside_tree()) {
+		get_tree()->get_scene_tree_fti().node_3d_notify_changed(*this, p_transform_changed);
+	}
+}
+
 void Node3D::set_transform(const Transform3D &p_transform) {
 	ERR_THREAD_GUARD;
+	fti_notify_node_changed();
 	data.local_transform = p_transform;
 	_replace_dirty_mask(DIRTY_EULER_ROTATION_AND_SCALE); // Make rot/scale dirty.
 
@@ -452,9 +500,19 @@ Transform3D Node3D::_get_global_transform_interpolated(real_t p_interpolation_fr
 }
 
 Transform3D Node3D::get_global_transform_interpolated() {
+#if 1
 	// 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 (data.fti_global_xform_interp_set && is_physics_interpolated_and_enabled() && !Engine::get_singleton()->is_in_physics_frame() && is_visible_in_tree()) {
+		return data.global_transform_interpolated;
+	}
+
+	return get_global_transform();
+#else
+	// OLD METHOD - deprecated since moving to SceneTreeFTI,
+	// but leaving for reference and comparison for debugging.
+
 	if (!is_physics_interpolated_and_enabled()) {
 		return get_global_transform();
 	}
@@ -467,6 +525,7 @@ Transform3D Node3D::get_global_transform_interpolated() {
 	}
 
 	return _get_global_transform_interpolated(Engine::get_singleton()->get_physics_interpolation_fraction());
+#endif
 }
 
 Transform3D Node3D::get_global_transform() const {
@@ -537,6 +596,7 @@ Transform3D Node3D::get_relative_transform(const Node *p_parent) const {
 
 void Node3D::set_position(const Vector3 &p_position) {
 	ERR_THREAD_GUARD;
+	fti_notify_node_changed();
 	data.local_transform.origin = p_position;
 	_propagate_transform_changed(this);
 	if (data.notify_local_transform) {
@@ -618,6 +678,7 @@ EulerOrder Node3D::get_rotation_order() const {
 
 void Node3D::set_rotation(const Vector3 &p_euler_rad) {
 	ERR_THREAD_GUARD;
+	fti_notify_node_changed();
 	if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
 		// Update scale only if rotation and scale are dirty, as rotation will be overridden.
 		data.scale = data.local_transform.basis.get_scale();
@@ -640,6 +701,7 @@ void Node3D::set_rotation_degrees(const Vector3 &p_euler_degrees) {
 
 void Node3D::set_scale(const Vector3 &p_scale) {
 	ERR_THREAD_GUARD;
+	fti_notify_node_changed();
 	if (_test_dirty_bits(DIRTY_EULER_ROTATION_AND_SCALE)) {
 		// Update rotation only if rotation and scale are dirty, as scale will be overridden.
 		data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order);
@@ -1380,6 +1442,13 @@ Node3D::Node3D() :
 	data.disable_scale = false;
 	data.vi_visible = true;
 
+	data.fti_on_frame_xform_list = false;
+	data.fti_on_frame_property_list = false;
+	data.fti_on_tick_xform_list = false;
+	data.fti_on_tick_property_list = false;
+	data.fti_global_xform_interp_set = false;
+	data.fti_frame_xform_force_update = false;
+
 #ifdef TOOLS_ENABLED
 	data.gizmos_disabled = false;
 	data.gizmos_dirty = false;
@@ -1389,4 +1458,8 @@ Node3D::Node3D() :
 
 Node3D::~Node3D() {
 	_disable_client_physics_interpolation();
+
+	if (is_inside_tree()) {
+		get_tree()->get_scene_tree_fti().node_3d_notify_delete(this);
+	}
 }

+ 45 - 1
scene/3d/node_3d.h

@@ -50,6 +50,8 @@ public:
 class Node3D : public Node {
 	GDCLASS(Node3D, Node);
 
+	friend class SceneTreeFTI;
+
 public:
 	// Edit mode for the rotation.
 	// THIS MODE ONLY AFFECTS HOW DATA IS EDITED AND SAVED
@@ -81,7 +83,8 @@ private:
 		DIRTY_NONE = 0,
 		DIRTY_EULER_ROTATION_AND_SCALE = 1,
 		DIRTY_LOCAL_TRANSFORM = 2,
-		DIRTY_GLOBAL_TRANSFORM = 4
+		DIRTY_GLOBAL_TRANSFORM = 4,
+		DIRTY_GLOBAL_INTERPOLATED_TRANSFORM = 8,
 	};
 
 	struct ClientPhysicsInterpolationData {
@@ -97,8 +100,19 @@ private:
 	// This Data struct is to avoid namespace pollution in derived classes.
 
 	struct Data {
+		// Interpolated global transform - correct on the frame only.
+		// Only used with FTI.
+		Transform3D global_transform_interpolated;
+
+		// Current xforms are either
+		// * Used for everything (when not using FTI)
+		// * Correct on the physics tick (when using FTI)
 		mutable Transform3D global_transform;
 		mutable Transform3D local_transform;
+
+		// Only used with FTI.
+		Transform3D local_transform_prev;
+
 		mutable EulerOrder euler_rotation_order = EulerOrder::YXZ;
 		mutable Vector3 euler_rotation;
 		mutable Vector3 scale = Vector3(1, 1, 1);
@@ -122,6 +136,14 @@ private:
 		bool visible : 1;
 		bool disable_scale : 1;
 
+		// Scene tree interpolation.
+		bool fti_on_frame_xform_list : 1;
+		bool fti_on_frame_property_list : 1;
+		bool fti_on_tick_xform_list : 1;
+		bool fti_on_tick_property_list : 1;
+		bool fti_global_xform_interp_set : 1;
+		bool fti_frame_xform_force_update : 1;
+
 		RID visibility_parent;
 
 		Node3D *parent = nullptr;
@@ -166,8 +188,30 @@ protected:
 	void _set_vi_visible(bool p_visible) { data.vi_visible = p_visible; }
 	bool _is_vi_visible() const { return data.vi_visible; }
 	Transform3D _get_global_transform_interpolated(real_t p_interpolation_fraction);
+	const Transform3D &_get_cached_global_transform_interpolated() const { return data.global_transform_interpolated; }
 	void _disable_client_physics_interpolation();
 
+	// Calling this announces to the FTI system that a node has been moved,
+	// or requires an update in terms of interpolation
+	// (e.g. changing Camera zoom even if position hasn't changed).
+	void fti_notify_node_changed(bool p_transform_changed = true);
+
+	// Opportunity after FTI to update the servers
+	// with global_transform_interpolated,
+	// and any custom interpolated data in derived classes.
+	// Make sure to call the parent class fti_update_servers(),
+	// so all data is updated to the servers.
+	virtual void fti_update_servers_xform() {}
+	virtual void fti_update_servers_property() {}
+
+	// Pump the FTI data, also gives a chance for inherited classes
+	// to pump custom data, but they *must* call the base class here too.
+	// This is the opportunity for classes to move current values for
+	// transforms and properties to stored previous values,
+	// and this should take place both on ticks, and during resets.
+	virtual void fti_pump_xform();
+	virtual void fti_pump_property() {}
+
 	void _notification(int p_what);
 	static void _bind_methods();
 

+ 1 - 0
scene/3d/physics/vehicle_body_3d.cpp

@@ -353,6 +353,7 @@ real_t VehicleWheel3D::get_rpm() const {
 }
 
 VehicleWheel3D::VehicleWheel3D() {
+	set_physics_interpolation_mode(PHYSICS_INTERPOLATION_MODE_OFF);
 }
 
 void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s) {

+ 1 - 1
scene/3d/skeleton_ik_3d.cpp

@@ -245,7 +245,7 @@ void FabrikInverseKinematic::solve(Task *p_task, bool override_tip_basis, bool p
 
 	Vector3 origin_pos = p_task->skeleton->get_bone_global_pose(p_task->chain.chain_root.bone).origin;
 
-	make_goal(p_task, p_task->skeleton->get_global_transform().affine_inverse());
+	make_goal(p_task, p_task->skeleton->get_global_transform_interpolated().affine_inverse());
 
 	if (p_use_magnet && p_task->chain.middle_chain_item) {
 		p_task->chain.magnet_position = p_magnet_position;

+ 14 - 26
scene/3d/visual_instance_3d.cpp

@@ -58,10 +58,6 @@ void VisualInstance3D::_update_visibility() {
 	RS::get_singleton()->instance_set_visible(instance, visible);
 }
 
-void VisualInstance3D::_physics_interpolated_changed() {
-	RenderingServer::get_singleton()->instance_set_interpolated(instance, is_physics_interpolated());
-}
-
 void VisualInstance3D::set_instance_use_identity_transform(bool p_enable) {
 	// Prevent sending instance transforms when using global coordinates.
 	_set_use_identity_transform(p_enable);
@@ -77,6 +73,12 @@ void VisualInstance3D::set_instance_use_identity_transform(bool p_enable) {
 	}
 }
 
+void VisualInstance3D::fti_update_servers_xform() {
+	if (!_is_using_identity_transform()) {
+		RS::get_singleton()->instance_set_transform(get_instance(), _get_cached_global_transform_interpolated());
+	}
+}
+
 void VisualInstance3D::_notification(int p_what) {
 	switch (p_what) {
 		case NOTIFICATION_ENTER_WORLD: {
@@ -86,33 +88,19 @@ void VisualInstance3D::_notification(int p_what) {
 		} break;
 
 		case NOTIFICATION_TRANSFORM_CHANGED: {
-			if (_is_vi_visible() || is_physics_interpolated_and_enabled()) {
-				if (!_is_using_identity_transform()) {
-					RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
-
-					// For instance when first adding to the tree, when the previous transform is
-					// unset, to prevent streaking from the origin.
-					if (_is_physics_interpolation_reset_requested() && is_physics_interpolated_and_enabled() && is_inside_tree()) {
-						if (_is_vi_visible()) {
-							_notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
-						}
-						_set_physics_interpolation_reset_requested(false);
-					}
-				}
+			// ToDo : Can we turn off notify transform for physics interpolated cases?
+			if (_is_vi_visible() && !(is_inside_tree() && get_tree()->is_physics_interpolation_enabled()) && !_is_using_identity_transform()) {
+				// Physics interpolation global off, always send.
+				RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
 			}
 		} break;
 
 		case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
-			if (_is_vi_visible() && is_physics_interpolated() && is_inside_tree()) {
-				// We must ensure the RenderingServer transform is up to date before resetting.
-				// This is because NOTIFICATION_TRANSFORM_CHANGED is deferred,
-				// and cannot be relied to be called in order before NOTIFICATION_RESET_PHYSICS_INTERPOLATION.
-				if (!_is_using_identity_transform()) {
-					RenderingServer::get_singleton()->instance_set_transform(instance, get_global_transform());
-				}
+			if (_is_vi_visible() && is_inside_tree()) {
+				// Allow resetting motion vectors etc
+				// at the same time as resetting physics interpolation,
+				// giving users one common interface.
 				RenderingServer::get_singleton()->instance_teleport(instance);
-
-				RenderingServer::get_singleton()->instance_reset_physics_interpolation(instance);
 			}
 		} break;
 

+ 1 - 1
scene/3d/visual_instance_3d.h

@@ -44,8 +44,8 @@ class VisualInstance3D : public Node3D {
 protected:
 	void _update_visibility();
 
-	virtual void _physics_interpolated_changed() override;
 	void set_instance_use_identity_transform(bool p_enable);
+	virtual void fti_update_servers_xform() override;
 
 	void _notification(int p_what);
 	static void _bind_methods();

+ 0 - 5
scene/debugger/scene_debugger.cpp

@@ -2151,11 +2151,6 @@ void RuntimeNodeSelect::_update_selection() {
 		RS::get_singleton()->instance_set_transform(sb->instance_ofs, t_offset);
 		RS::get_singleton()->instance_set_transform(sb->instance_xray, t);
 		RS::get_singleton()->instance_set_transform(sb->instance_xray_ofs, t_offset);
-
-		RS::get_singleton()->instance_reset_physics_interpolation(sb->instance);
-		RS::get_singleton()->instance_reset_physics_interpolation(sb->instance_ofs);
-		RS::get_singleton()->instance_reset_physics_interpolation(sb->instance_xray);
-		RS::get_singleton()->instance_reset_physics_interpolation(sb->instance_xray_ofs);
 	}
 #endif // _3D_DISABLED
 }

+ 0 - 5
scene/main/node.cpp

@@ -219,11 +219,6 @@ void Node::_notification(int p_notification) {
 			get_tree()->nodes_in_tree_count++;
 			orphan_node_count--;
 
-			// Allow physics interpolated nodes to automatically reset when added to the tree
-			// (this is to save the user from doing this manually each time).
-			if (get_tree()->is_physics_interpolation_enabled()) {
-				_set_physics_interpolation_reset_requested(true);
-			}
 		} break;
 
 		case NOTIFICATION_POST_ENTER_TREE: {

+ 19 - 0
scene/main/scene_tree.cpp

@@ -588,6 +588,8 @@ void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
 	_physics_interpolation_enabled = p_enabled;
 	RenderingServer::get_singleton()->set_physics_interpolation_enabled(p_enabled);
 
+	get_scene_tree_fti().set_enabled(get_root(), p_enabled);
+
 	// Perform an auto reset on the root node for convenience for the user.
 	if (root) {
 		root->reset_physics_interpolation();
@@ -615,6 +617,7 @@ void SceneTree::iteration_prepare() {
 		// Make sure any pending transforms from the last tick / frame
 		// are flushed before pumping the interpolation prev and currents.
 		flush_transform_notifications();
+		get_scene_tree_fti().tick_update();
 		RenderingServer::get_singleton()->tick();
 	}
 }
@@ -669,6 +672,17 @@ void SceneTree::iteration_end() {
 }
 
 bool SceneTree::process(double p_time) {
+	// First pass of scene tree fixed timestep interpolation.
+	if (get_scene_tree_fti().is_enabled()) {
+		// Special, we need to ensure RenderingServer is up to date
+		// with *all* the pending xforms *before* updating it during
+		// the FTI update.
+		// If this is not done, we can end up with a deferred `set_transform()`
+		// overwriting the interpolated xform in the server.
+		flush_transform_notifications();
+		get_scene_tree_fti().frame_update(get_root(), true);
+	}
+
 	if (MainLoop::process(p_time)) {
 		_quit = true;
 	}
@@ -750,6 +764,11 @@ bool SceneTree::process(double p_time) {
 #endif // _3D_DISABLED
 #endif // TOOLS_ENABLED
 
+	// Second pass of scene tree fixed timestep interpolation.
+	// ToDo: Possibly needs another flush_transform_notifications here
+	// depending on whether there are side effects to _call_idle_callbacks().
+	get_scene_tree_fti().frame_update(get_root(), false);
+
 	if (_physics_interpolation_enabled) {
 		RenderingServer::get_singleton()->pre_draw(true);
 	}

+ 4 - 0
scene/main/scene_tree.h

@@ -34,6 +34,7 @@
 #include "core/os/thread_safe.h"
 #include "core/templates/paged_allocator.h"
 #include "core/templates/self_list.h"
+#include "scene/main/scene_tree_fti.h"
 #include "scene/resources/mesh.h"
 
 #undef Window
@@ -148,6 +149,7 @@ private:
 	bool _quit = false;
 
 	bool _physics_interpolation_enabled = false;
+	SceneTreeFTI scene_tree_fti;
 
 	StringName tree_changed_name = "tree_changed";
 	StringName node_added_name = "node_added";
@@ -454,6 +456,8 @@ public:
 	void client_physics_interpolation_remove_node_3d(SelfList<Node3D> *p_elem);
 #endif
 
+	SceneTreeFTI &get_scene_tree_fti() { return scene_tree_fti; }
+
 	SceneTree();
 	~SceneTree();
 };

+ 474 - 0
scene/main/scene_tree_fti.cpp

@@ -0,0 +1,474 @@
+/**************************************************************************/
+/*  scene_tree_fti.cpp                                                    */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#ifndef _3D_DISABLED
+
+#include "scene_tree_fti.h"
+
+#include "core/config/engine.h"
+#include "core/math/transform_interpolator.h"
+#include "core/os/os.h"
+#include "scene/3d/visual_instance_3d.h"
+
+// Uncomment this to enable some slow extra DEV_ENABLED
+// checks to ensure there aren't more than one object added to the lists.
+// #define GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
+
+void SceneTreeFTI::_reset_flags(Node *p_node) {
+	Node3D *s = Object::cast_to<Node3D>(p_node);
+
+	if (s) {
+		s->data.fti_on_tick_xform_list = false;
+		s->data.fti_on_tick_property_list = false;
+		s->data.fti_on_frame_xform_list = false;
+		s->data.fti_on_frame_property_list = false;
+		s->data.fti_global_xform_interp_set = false;
+		s->data.fti_frame_xform_force_update = false;
+
+		// In most cases the later  NOTIFICATION_RESET_PHYSICS_INTERPOLATION
+		// will reset this, but this should help cover hidden nodes.
+		s->data.local_transform_prev = s->get_transform();
+	}
+
+	for (int n = 0; n < p_node->get_child_count(); n++) {
+		_reset_flags(p_node->get_child(n));
+	}
+}
+
+void SceneTreeFTI::set_enabled(Node *p_root, bool p_enabled) {
+	if (data.enabled == p_enabled) {
+		return;
+	}
+	MutexLock(data.mutex);
+
+	data.tick_xform_list[0].clear();
+	data.tick_xform_list[1].clear();
+
+	// Node3D flags must be reset.
+	if (p_root) {
+		_reset_flags(p_root);
+	}
+
+	data.enabled = p_enabled;
+}
+
+void SceneTreeFTI::tick_update() {
+	if (!data.enabled) {
+		return;
+	}
+	MutexLock(data.mutex);
+
+	_update_request_resets();
+
+	uint32_t curr_mirror = data.mirror;
+	uint32_t prev_mirror = curr_mirror ? 0 : 1;
+
+	LocalVector<Node3D *> &curr = data.tick_xform_list[curr_mirror];
+	LocalVector<Node3D *> &prev = data.tick_xform_list[prev_mirror];
+
+	// First detect on the previous list but not on this tick list.
+	for (uint32_t n = 0; n < prev.size(); n++) {
+		Node3D *s = prev[n];
+		if (!s->data.fti_on_tick_xform_list) {
+			// Needs a reset so jittering will stop.
+			s->fti_pump_xform();
+
+			// This may not get updated so set it to the same as global xform.
+			// TODO: double check this is the best value.
+			s->data.global_transform_interpolated = s->get_global_transform();
+
+			// Remove from interpolation list.
+			if (s->data.fti_on_frame_xform_list) {
+				s->data.fti_on_frame_xform_list = false;
+			}
+
+			// Ensure that the spatial gets at least ONE further
+			// update in the resting position in the next frame update.
+			s->data.fti_frame_xform_force_update = true;
+		}
+	}
+
+	LocalVector<Node3D *> &curr_prop = data.tick_property_list[curr_mirror];
+	LocalVector<Node3D *> &prev_prop = data.tick_property_list[prev_mirror];
+
+	// Detect on the previous property list but not on this tick list.
+	for (uint32_t n = 0; n < prev_prop.size(); n++) {
+		Node3D *s = prev_prop[n];
+
+		if (!s->data.fti_on_tick_property_list) {
+			// Needs a reset so jittering will stop.
+			s->fti_pump_xform();
+
+			// Ensure the servers are up to date with the final resting value.
+			s->fti_update_servers_property();
+
+			// Remove from interpolation list.
+			if (s->data.fti_on_frame_property_list) {
+				s->data.fti_on_frame_property_list = false;
+				data.frame_property_list.erase_unordered(s);
+
+#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
+				DEV_CHECK_ONCE(data.frame_property_list.find(s) == -1);
+#endif
+			}
+		}
+	}
+
+	// Pump all on the property list that are NOT on the tick list.
+	for (uint32_t n = 0; n < curr_prop.size(); n++) {
+		Node3D *s = curr_prop[n];
+
+		// Reset, needs to be marked each tick.
+		s->data.fti_on_tick_property_list = false;
+		s->fti_pump_property();
+	}
+
+	// Now pump all on the current list.
+	for (uint32_t n = 0; n < curr.size(); n++) {
+		Node3D *s = curr[n];
+
+		// Reset, needs to be marked each tick.
+		s->data.fti_on_tick_xform_list = false;
+
+		// Pump.
+		s->fti_pump_xform();
+	}
+
+	// Clear previous list and flip.
+	prev.clear();
+	prev_prop.clear();
+	data.mirror = prev_mirror;
+}
+
+void SceneTreeFTI::_update_request_resets() {
+	// For instance when first adding to the tree, when the previous transform is
+	// unset, to prevent streaking from the origin.
+	for (uint32_t n = 0; n < data.request_reset_list.size(); n++) {
+		Node3D *s = data.request_reset_list[n];
+		if (s->_is_physics_interpolation_reset_requested()) {
+			if (s->_is_vi_visible() && !s->_is_using_identity_transform()) {
+				s->notification(Node3D::NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
+			}
+
+			s->_set_physics_interpolation_reset_requested(false);
+		}
+	}
+
+	data.request_reset_list.clear();
+}
+
+void SceneTreeFTI::node_3d_request_reset(Node3D *p_node) {
+	DEV_CHECK_ONCE(data.enabled);
+	DEV_ASSERT(p_node);
+
+	MutexLock(data.mutex);
+
+	if (!p_node->_is_physics_interpolation_reset_requested()) {
+		p_node->_set_physics_interpolation_reset_requested(true);
+#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
+		DEV_CHECK_ONCE(data.request_reset_list.find(p_node) == -1);
+#endif
+		data.request_reset_list.push_back(p_node);
+	}
+}
+
+void SceneTreeFTI::_node_3d_notify_set_property(Node3D &r_node) {
+	if (!r_node.is_physics_interpolated()) {
+		return;
+	}
+
+	DEV_CHECK_ONCE(data.enabled);
+
+	// Note that a Node3D can be on BOTH the transform list and the property list.
+	if (!r_node.data.fti_on_tick_property_list) {
+		r_node.data.fti_on_tick_property_list = true;
+
+		// Should only appear once in the property list.
+#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
+		DEV_CHECK_ONCE(data.tick_property_list[data.mirror].find(&r_node) == -1);
+#endif
+		data.tick_property_list[data.mirror].push_back(&r_node);
+	}
+
+	if (!r_node.data.fti_on_frame_property_list) {
+		r_node.data.fti_on_frame_property_list = true;
+
+		// Should only appear once in the property frame list.
+#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
+		DEV_CHECK_ONCE(data.frame_property_list.find(&r_node) == -1);
+#endif
+		data.frame_property_list.push_back(&r_node);
+	}
+}
+
+void SceneTreeFTI::_node_3d_notify_set_xform(Node3D &r_node) {
+	DEV_CHECK_ONCE(data.enabled);
+
+	if (!r_node.is_physics_interpolated()) {
+		// Force an update of non-interpolated to servers
+		// on the next traversal.
+		r_node.data.fti_frame_xform_force_update = true;
+		return;
+	}
+
+	if (!r_node.data.fti_on_tick_xform_list) {
+		r_node.data.fti_on_tick_xform_list = true;
+
+		// Should only appear once in the xform list.
+#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
+		DEV_CHECK_ONCE(data.tick_xform_list[data.mirror].find(&r_node) == -1);
+#endif
+		data.tick_xform_list[data.mirror].push_back(&r_node);
+
+		// The following flag could have been previously set
+		// (for removal from the tick list).
+		// We no longer need this guarantee,
+		// however there is probably no downside to leaving it set
+		// as it will be cleared on the next frame anyway.
+		// This line is left for reference.
+		// r_spatial.data.fti_frame_xform_force_update = false;
+	}
+
+	if (!r_node.data.fti_on_frame_xform_list) {
+		r_node.data.fti_on_frame_xform_list = true;
+	}
+}
+
+void SceneTreeFTI::node_3d_notify_delete(Node3D *p_node) {
+	if (!data.enabled) {
+		return;
+	}
+
+	ERR_FAIL_NULL(p_node);
+
+	MutexLock(data.mutex);
+
+	p_node->data.fti_on_frame_xform_list = false;
+
+	// Ensure this is kept in sync with the lists, in case a node
+	// is removed and re-added to the scene tree multiple times
+	// on the same frame / tick.
+	p_node->_set_physics_interpolation_reset_requested(false);
+
+	// This can potentially be optimized for large scenes with large churn,
+	// as it will be doing a linear search through the lists.
+	data.tick_xform_list[0].erase_unordered(p_node);
+	data.tick_xform_list[1].erase_unordered(p_node);
+
+	data.tick_property_list[0].erase_unordered(p_node);
+	data.tick_property_list[1].erase_unordered(p_node);
+
+	data.frame_property_list.erase_unordered(p_node);
+	data.request_reset_list.erase_unordered(p_node);
+
+#ifdef GODOT_SCENE_TREE_FTI_EXTRA_CHECKS
+	// There should only be one occurrence on the lists.
+	// Check this in DEV_ENABLED builds.
+	DEV_CHECK_ONCE(data.tick_xform_list[0].find(p_node) == -1);
+	DEV_CHECK_ONCE(data.tick_xform_list[1].find(p_node) == -1);
+
+	DEV_CHECK_ONCE(data.tick_property_list[0].find(p_node) == -1);
+	DEV_CHECK_ONCE(data.tick_property_list[1].find(p_node) == -1);
+
+	DEV_CHECK_ONCE(data.frame_property_list.find(p_node) == -1);
+	DEV_CHECK_ONCE(data.request_reset_list.find(p_node) == -1);
+#endif
+}
+
+void SceneTreeFTI::_update_dirty_nodes(Node *p_node, uint32_t p_current_frame, float p_interpolation_fraction, bool p_active, const Transform3D *p_parent_global_xform, int p_depth) {
+	Node3D *s = Object::cast_to<Node3D>(p_node);
+
+	// Don't recurse into hidden branches.
+	if (s && !s->is_visible()) {
+		// NOTE : If we change from recursing entire tree, we should do an is_visible_in_tree()
+		// check for the first of the branch.
+		return;
+	}
+
+	// Not a Node3D.
+	// Could be e.g. a viewport or something
+	// so we should still recurse to children.
+	if (!s) {
+		for (int n = 0; n < p_node->get_child_count(); n++) {
+			_update_dirty_nodes(p_node->get_child(n), p_current_frame, p_interpolation_fraction, p_active, nullptr, p_depth + 1);
+		}
+		return;
+	}
+
+	// We are going to be using data.global_transform, so
+	// we need to ensure data.global_transform is not dirty!
+	if (s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_TRANSFORM)) {
+		_ALLOW_DISCARD_ s->get_global_transform();
+	}
+
+	// Start the active interpolation chain from here onwards
+	// as we recurse further into the SceneTree.
+	// Once we hit an active (interpolated) node, we have to fully
+	// process all ancestors because their xform will also change.
+	// Anything not moving (inactive) higher in the tree need not be processed.
+	if (!p_active) {
+		if (data.frame_start) {
+			// On the frame start, activate whenever we hit something that requests interpolation.
+			if (s->data.fti_on_frame_xform_list || s->data.fti_frame_xform_force_update) {
+				p_active = true;
+			}
+		} else {
+			// On the frame end, we want to re-interpolate *anything* that has moved
+			// since the frame start.
+
+			if (s->_test_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM)) {
+				p_active = true;
+			}
+		}
+	}
+
+	if (data.frame_start) {
+		// Mark on the Node3D whether we have set global_transform_interp.
+		// This can later be used when calling `get_global_transform_interpolated()`
+		// to know which xform to return.
+		s->data.fti_global_xform_interp_set = p_active;
+	}
+
+	if (p_active) {
+#if 0
+		bool dirty = s->data.dirty & Node3D::DIRTY_GLOBAL_INTERP;
+
+		if (data.debug) {
+			String sz;
+			for (int n = 0; n < p_depth; n++) {
+				sz += "\t";
+			}
+			print_line(sz + p_node->get_name() + (dirty ? " DIRTY" : ""));
+		}
+#endif
+
+		// First calculate our local xform.
+		// This will either use interpolation, or just use the current local if not interpolated.
+		Transform3D local_interp;
+		if (s->is_physics_interpolated()) {
+			// Make sure to call `get_transform()` rather than using local_transform directly, because
+			// local_transform may be dirty and need updating from rotation / scale.
+			TransformInterpolator::interpolate_transform_3d(s->data.local_transform_prev, s->get_transform(), local_interp, p_interpolation_fraction);
+		} else {
+			local_interp = s->get_transform();
+		}
+
+		// Concatenate parent xform.
+		if (!s->is_set_as_top_level()) {
+			if (p_parent_global_xform) {
+				s->data.global_transform_interpolated = (*p_parent_global_xform) * local_interp;
+			} else {
+				const Node3D *parent = s->get_parent_node_3d();
+
+				if (parent) {
+					const Transform3D &parent_glob = parent->data.fti_global_xform_interp_set ? parent->data.global_transform_interpolated : parent->data.global_transform;
+					s->data.global_transform_interpolated = parent_glob * local_interp;
+				} else {
+					s->data.global_transform_interpolated = local_interp;
+				}
+			}
+		} else {
+			s->data.global_transform_interpolated = local_interp;
+		}
+
+		// Watch for this, disable_scale can cause incredibly confusing bugs
+		// and must be checked for when calculating global xforms.
+		if (s->data.disable_scale) {
+			s->data.global_transform_interpolated.basis.orthonormalize();
+		}
+
+		// Upload to RenderingServer the interpolated global xform.
+		s->fti_update_servers_xform();
+
+		// Only do this at most for one frame,
+		// it is used to catch objects being removed from the tick lists
+		// that have a deferred frame update.
+		s->data.fti_frame_xform_force_update = false;
+
+	} // if active.
+
+	// Remove the dirty interp flag from EVERYTHING as we go.
+	s->_clear_dirty_bits(Node3D::DIRTY_GLOBAL_INTERPOLATED_TRANSFORM);
+
+	// Recurse to children.
+	for (int n = 0; n < p_node->get_child_count(); n++) {
+		_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);
+	}
+}
+
+void SceneTreeFTI::frame_update(Node *p_root, bool p_frame_start) {
+	if (!data.enabled || !p_root) {
+		return;
+	}
+	MutexLock(data.mutex);
+
+	_update_request_resets();
+
+	data.frame_start = p_frame_start;
+
+	float f = Engine::get_singleton()->get_physics_interpolation_fraction();
+	uint32_t frame = Engine::get_singleton()->get_frames_drawn();
+
+// #define SCENE_TREE_FTI_TAKE_TIMINGS
+#ifdef SCENE_TREE_FTI_TAKE_TIMINGS
+	uint64_t before = OS::get_singleton()->get_ticks_usec();
+#endif
+
+	if (data.debug) {
+		print_line(String("\nScene: ") + (data.frame_start ? "start" : "end") + "\n");
+	}
+
+	// Probably not the most optimal approach as we traverse the entire SceneTree
+	// but simple and foolproof.
+	// Can be optimized later.
+	_update_dirty_nodes(p_root, frame, f, false);
+
+	if (!p_frame_start && data.debug) {
+		data.debug = false;
+	}
+
+#ifdef SCENE_TREE_FTI_TAKE_TIMINGS
+	uint64_t after = OS::get_singleton()->get_ticks_usec();
+	if ((Engine::get_singleton()->get_frames_drawn() % 60) == 0) {
+		print_line("Took " + itos(after - before) + " usec " + (data.frame_start ? "start" : "end"));
+	}
+#endif
+
+	// Update the properties once off at the end of the frame.
+	// No need for two passes for properties.
+	if (!p_frame_start) {
+		for (uint32_t n = 0; n < data.frame_property_list.size(); n++) {
+			Node3D *s = data.frame_property_list[n];
+			s->fti_update_servers_property();
+		}
+	}
+}
+
+#endif // ndef _3D_DISABLED

+ 128 - 0
scene/main/scene_tree_fti.h

@@ -0,0 +1,128 @@
+/**************************************************************************/
+/*  scene_tree_fti.h                                                      */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#pragma once
+
+#include "core/os/mutex.h"
+#include "core/templates/local_vector.h"
+
+class Node3D;
+class Node;
+struct Transform3D;
+
+#ifdef _3D_DISABLED
+// Stubs
+class SceneTreeFTI {
+public:
+	void frame_update(Node *p_root, bool p_frame_start) {}
+	void tick_update() {}
+	void set_enabled(Node *p_root, bool p_enabled) {}
+	bool is_enabled() const { return false; }
+
+	void node_3d_notify_changed(Node3D &r_node, bool p_transform_changed) {}
+	void node_3d_notify_delete(Node3D *p_node) {}
+	void node_3d_request_reset(Node3D *p_node) {}
+};
+#else
+
+// Important.
+// This class uses raw pointers, so it is essential that on deletion, this class is notified
+// so that any references can be cleared up to prevent dangling pointer access.
+
+// This class can be used from a custom SceneTree.
+
+// Note we could potentially make SceneTreeFTI static / global to avoid the lookup through scene tree,
+// but this covers the custom case of multiple scene trees.
+
+class SceneTreeFTI {
+	struct Data {
+		// Prev / Curr lists of Node3Ds having local xforms pumped.
+		LocalVector<Node3D *> tick_xform_list[2];
+
+		// Prev / Curr lists of Node3Ds having actively interpolated properties.
+		LocalVector<Node3D *> tick_property_list[2];
+
+		LocalVector<Node3D *> frame_property_list;
+
+		LocalVector<Node3D *> request_reset_list;
+
+		uint32_t mirror = 0;
+
+		bool enabled = false;
+
+		// Whether we are in physics ticks, or in a frame.
+		bool in_frame = false;
+
+		// Updating at the start of the frame, or the end on second pass.
+		bool frame_start = true;
+
+		Mutex mutex;
+
+		bool debug = false;
+	} data;
+
+	void _update_dirty_nodes(Node *p_node, uint32_t p_current_frame, float p_interpolation_fraction, bool p_active, const Transform3D *p_parent_global_xform = nullptr, int p_depth = 0);
+	void _update_request_resets();
+
+	void _reset_flags(Node *p_node);
+	void _node_3d_notify_set_xform(Node3D &r_node);
+	void _node_3d_notify_set_property(Node3D &r_node);
+
+public:
+	// Hottest function, allow inlining the data.enabled check.
+	void node_3d_notify_changed(Node3D &r_node, bool p_transform_changed) {
+		if (!data.enabled) {
+			return;
+		}
+		MutexLock(data.mutex);
+
+		if (p_transform_changed) {
+			_node_3d_notify_set_xform(r_node);
+		} else {
+			_node_3d_notify_set_property(r_node);
+		}
+	}
+
+	void node_3d_request_reset(Node3D *p_node);
+	void node_3d_notify_delete(Node3D *p_node);
+
+	// Calculate interpolated xforms, send to visual server.
+	void frame_update(Node *p_root, bool p_frame_start);
+
+	// Update local xform pumps.
+	void tick_update();
+
+	void set_enabled(Node *p_root, bool p_enabled);
+	bool is_enabled() const { return data.enabled; }
+
+	void set_debug_next_frame() { data.debug = true; }
+};
+
+#endif // ndef _3D_DISABLED

+ 3 - 208
servers/rendering/renderer_scene_cull.cpp

@@ -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;

+ 0 - 33
servers/rendering/renderer_scene_cull.h

@@ -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;
 

+ 0 - 2
servers/rendering/rendering_method.h

@@ -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;

+ 0 - 2
servers/rendering/rendering_server_default.h

@@ -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)

+ 10 - 0
servers/rendering_server.compat.inc

@@ -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

+ 0 - 2
servers/rendering_server.cpp

@@ -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);

+ 2 - 2
servers/rendering_server.h

@@ -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;