/**************************************************************************/ /* 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; class SceneTreeFTITests; #ifdef DEV_ENABLED // Uncomment this to verify traversal method results. // #define GODOT_SCENE_TREE_FTI_VERIFY #endif #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 { friend class SceneTreeFTITests; enum TraversalMode : unsigned { TM_DEFAULT, TM_LEGACY, TM_DEBUG, }; struct Data { static const uint32_t scene_tree_depth_limit = 32; // Prev / Curr lists of Node3Ds having local xforms pumped. LocalVector tick_xform_list[2]; // The frame lists are changed nodes that need to start traversal, // either longterm (on the tick list) or single frame forced. LocalVector frame_xform_list; LocalVector frame_xform_list_forced; // Prev / Curr lists of Node3Ds having actively interpolated properties. LocalVector tick_property_list[2]; LocalVector frame_property_list; LocalVector request_reset_list; LocalVector dirty_node_depth_lists[scene_tree_depth_limit]; // When we are using two alternating lists, // which one is current. uint32_t mirror = 0; // Global on / off switch for SceneTreeFTI. 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; TraversalMode traversal_mode = TM_DEFAULT; bool use_optimized_traversal_method = true; // DEBUGGING bool periodic_debug_log = false; uint32_t debug_node_count = 0; uint32_t debug_nodes_processed = 0; } data; #ifdef GODOT_SCENE_TREE_FTI_VERIFY SceneTreeFTITests *_tests = nullptr; #endif void _update_dirty_nodes(Node *p_node, uint32_t p_current_half_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 _reset_node3d_flags(Node3D &r_node); void _node_3d_notify_set_xform(Node3D &r_node); void _node_3d_notify_set_property(Node3D &r_node); void _node_add_to_frame_list(Node3D &r_node, bool p_forced); void _node_remove_from_frame_list(Node3D &r_node, bool p_forced); void _create_depth_lists(); void _clear_depth_lists(); 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.periodic_debug_log = true; } SceneTreeFTI(); ~SceneTreeFTI(); }; #endif // ndef _3D_DISABLED