Physics Interpolation - fix stale interpolation data when unhiding
A previous optimization prevented instances being added to the interpolation lists when hidden to save processing. This caused a regression when unhiding nodes outside of the physics tick - the interpolated transforms would be stale until the next physics tick, causing a glitch. This PR readds instances immediately to the interpolation lists when they are unhidden, preventing this glitch.
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@ -1151,6 +1151,16 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
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instance->visible = p_visible;
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// Special case for physics interpolation, we want to ensure the interpolated data is up to date
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if (_interpolation_data.interpolation_enabled && p_visible && instance->interpolated && instance->scenario && !instance->on_interpolate_list) {
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// Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances.
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// This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick.
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instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
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_interpolation_data.instance_interpolate_update_list.push_back(p_instance);
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instance->on_interpolate_list = true;
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_instance_queue_update(instance, true);
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}
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// give the opportunity for the spatial partitioning scene to use a special implementation of visibility
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// for efficiency (supported in BVH but not octree)
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