Merge pull request #60147 from lawnjelly/interpolation_out_of_scenario
This commit is contained in:
commit
e1eb3c2fb1
9 changed files with 155 additions and 229 deletions
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@ -115,10 +115,6 @@ void Camera::_notification(int p_what) {
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if (current || first_camera) {
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viewport->_camera_set(this);
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}
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ERR_FAIL_COND(get_world().is_null());
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VisualServer::get_singleton()->camera_set_scenario(camera, get_world()->get_scenario());
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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_request_camera_update();
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@ -132,8 +128,6 @@ void Camera::_notification(int p_what) {
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}
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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VisualServer::get_singleton()->camera_set_scenario(camera, RID());
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if (!get_tree()->is_node_being_edited(this)) {
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if (is_current()) {
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clear_current();
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@ -507,13 +507,7 @@ void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
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}
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_physics_interpolation_enabled = p_enabled;
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if (root->get_world().is_valid()) {
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RID scenario = root->get_world()->get_scenario();
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if (scenario.is_valid()) {
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VisualServer::get_singleton()->scenario_set_physics_interpolation_enabled(scenario, p_enabled);
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}
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}
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VisualServer::get_singleton()->set_physics_interpolation_enabled(p_enabled);
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}
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bool SceneTree::is_physics_interpolation_enabled() const {
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@ -535,11 +529,8 @@ bool SceneTree::iteration(float p_time) {
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current_frame++;
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if (root->get_world().is_valid()) {
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RID scenario = root->get_world()->get_scenario();
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if (scenario.is_valid()) {
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VisualServer::get_singleton()->scenario_tick(scenario);
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}
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if (_physics_interpolation_enabled) {
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VisualServer::get_singleton()->tick();
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}
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// Any objects performing client physics interpolation
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@ -686,11 +677,8 @@ bool SceneTree::idle(float p_time) {
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#endif
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if (root->get_world().is_valid()) {
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RID scenario = root->get_world()->get_scenario();
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if (scenario.is_valid()) {
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VisualServer::get_singleton()->scenario_pre_draw(scenario, true);
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}
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if (_physics_interpolation_enabled) {
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VisualServer::get_singleton()->pre_draw(true);
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}
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return _quit;
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@ -94,14 +94,6 @@ void VisualServerRaster::request_frame_drawn_callback(Object *p_where, const Str
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frame_drawn_callbacks.push_back(fdc);
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}
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void VisualServerRaster::scenario_tick(RID p_scenario) {
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VSG::scene->_scenario_tick(p_scenario);
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}
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void VisualServerRaster::scenario_pre_draw(RID p_scenario, bool p_will_draw) {
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VSG::scene->_scenario_pre_draw(p_scenario, p_will_draw);
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}
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void VisualServerRaster::draw(bool p_swap_buffers, double frame_step) {
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//needs to be done before changes is reset to 0, to not force the editor to redraw
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VS::get_singleton()->emit_signal("frame_pre_draw");
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@ -116,8 +116,12 @@ public:
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#define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
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m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
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#define BIND0N(m_name) \
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void m_name() { BINDBASE->m_name(); }
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#define BIND1(m_name, m_type1) \
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void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
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#define BIND1N(m_name, m_type1) \
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void m_name(m_type1 arg1) { BINDBASE->m_name(arg1); }
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#define BIND2(m_name, m_type1, m_type2) \
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void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
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#define BIND2C(m_name, m_type1, m_type2) \
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@ -448,10 +452,14 @@ public:
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//from now on, calls forwarded to this singleton
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#define BINDBASE VSG::scene
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/* EVENT QUEUING */
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BIND0N(tick)
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BIND1N(pre_draw, bool)
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/* CAMERA API */
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BIND0R(RID, camera_create)
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BIND2(camera_set_scenario, RID, RID)
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BIND4(camera_set_perspective, RID, float, float, float)
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BIND4(camera_set_orthogonal, RID, float, float, float)
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BIND5(camera_set_frustum, RID, float, Vector2, float, float)
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@ -548,20 +556,24 @@ public:
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BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
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BIND5(environment_set_fog_height, RID, bool, float, float, float)
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/* SCENARIO API */
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#undef BINDBASE
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#define BINDBASE VSG::scene
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/* INTERPOLATION */
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BIND1(set_physics_interpolation_enabled, bool)
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/* SCENARIO API */
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BIND0R(RID, scenario_create)
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BIND2(scenario_set_debug, RID, ScenarioDebugMode)
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BIND2(scenario_set_environment, RID, RID)
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BIND3(scenario_set_reflection_atlas_size, RID, int, int)
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BIND2(scenario_set_fallback_environment, RID, RID)
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BIND2(scenario_set_physics_interpolation_enabled, RID, bool)
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/* INSTANCING API */
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BIND0R(RID, instance_create)
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BIND2(instance_set_base, RID, RID)
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@ -583,7 +595,8 @@ public:
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BIND2(instance_set_extra_visibility_margin, RID, real_t)
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// Portals
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/* PORTALS */
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BIND2(instance_set_portal_mode, RID, InstancePortalMode)
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BIND0R(RID, ghost_create)
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@ -596,13 +609,15 @@ public:
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BIND4(portal_link, RID, RID, RID, bool)
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BIND2(portal_set_active, RID, bool)
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// Roomgroups
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/* ROOMGROUPS */
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BIND0R(RID, roomgroup_create)
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BIND2(roomgroup_prepare, RID, ObjectID)
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BIND2(roomgroup_set_scenario, RID, RID)
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BIND2(roomgroup_add_room, RID, RID)
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// Occluders
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/* OCCLUDERS */
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BIND0R(RID, occluder_instance_create)
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BIND2(occluder_instance_set_scenario, RID, RID)
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BIND2(occluder_instance_link_resource, RID, RID)
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@ -616,7 +631,8 @@ public:
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BIND1(set_use_occlusion_culling, bool)
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BIND1RC(Geometry::MeshData, occlusion_debug_get_current_polys, RID)
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// Rooms
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/* ROOMS */
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BIND0R(RID, room_create)
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BIND2(room_set_scenario, RID, RID)
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BIND4(room_add_instance, RID, RID, const AABB &, const Vector<Vector3> &)
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@ -764,8 +780,6 @@ public:
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virtual bool has_changed(ChangedPriority p_priority = CHANGED_PRIORITY_ANY) const;
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virtual void init();
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virtual void finish();
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virtual void scenario_tick(RID p_scenario);
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virtual void scenario_pre_draw(RID p_scenario, bool p_will_draw);
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/* STATUS INFORMATION */
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@ -39,8 +39,8 @@
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/* CAMERA API */
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Transform VisualServerScene::Camera::get_transform() const {
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if (!is_currently_interpolated()) {
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Transform VisualServerScene::Camera::get_transform_interpolated() const {
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if (!interpolated) {
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return transform;
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}
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@ -54,25 +54,6 @@ RID VisualServerScene::camera_create() {
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return camera_owner.make_rid(camera);
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}
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void VisualServerScene::camera_set_scenario(RID p_camera, RID p_scenario) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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Scenario *old_scenario = camera->scenario;
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if (p_scenario.is_valid()) {
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camera->scenario = scenario_owner.get(p_scenario);
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ERR_FAIL_COND(!camera->scenario);
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} else {
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camera->scenario = nullptr;
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}
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if (old_scenario && (old_scenario != camera->scenario)) {
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// remove any interpolation data associated with the camera in this scenario
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old_scenario->_interpolation_data.notify_free_camera(p_camera, *camera);
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}
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}
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void VisualServerScene::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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@ -105,8 +86,8 @@ void VisualServerScene::camera_reset_physics_interpolation(RID p_camera) {
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Camera *camera = camera_owner.get(p_camera);
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ERR_FAIL_COND(!camera);
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if (camera->is_currently_interpolated()) {
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camera->scenario->_interpolation_data.camera_teleport_list.push_back(p_camera);
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if (_interpolation_data.interpolation_enabled && camera->interpolated) {
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_interpolation_data.camera_teleport_list.push_back(p_camera);
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}
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}
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@ -122,9 +103,9 @@ void VisualServerScene::camera_set_transform(RID p_camera, const Transform &p_tr
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camera->transform = p_transform.orthonormalized();
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if (camera->is_currently_interpolated()) {
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if (_interpolation_data.interpolation_enabled && camera->interpolated) {
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if (!camera->on_interpolate_transform_list) {
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camera->scenario->_interpolation_data.camera_transform_update_list_curr->push_back(p_camera);
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_interpolation_data.camera_transform_update_list_curr->push_back(p_camera);
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camera->on_interpolate_transform_list = true;
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}
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@ -302,7 +283,6 @@ void VisualServerScene::SpatialPartitioningScene_Octree::set_balance(float p_bal
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VisualServerScene::Scenario::Scenario() {
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debug = VS::SCENARIO_DEBUG_DISABLED;
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_interpolation_data.interpolation_enabled = false;
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bool use_bvh_or_octree = GLOBAL_GET("rendering/quality/spatial_partitioning/use_bvh");
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@ -470,30 +450,22 @@ RID VisualServerScene::scenario_create() {
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return scenario_rid;
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}
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void VisualServerScene::scenario_set_physics_interpolation_enabled(RID p_scenario, bool p_enabled) {
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Scenario *scenario = scenario_owner.get(p_scenario);
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ERR_FAIL_COND(!scenario);
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scenario->_interpolation_data.interpolation_enabled = p_enabled;
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void VisualServerScene::set_physics_interpolation_enabled(bool p_enabled) {
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_interpolation_data.interpolation_enabled = p_enabled;
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}
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void VisualServerScene::_scenario_tick(RID p_scenario) {
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Scenario *scenario = scenario_owner.get(p_scenario);
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ERR_FAIL_COND(!scenario);
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if (scenario->is_physics_interpolation_enabled()) {
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update_interpolation_tick(scenario->_interpolation_data, true);
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void VisualServerScene::tick() {
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if (_interpolation_data.interpolation_enabled) {
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update_interpolation_tick(true);
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}
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}
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void VisualServerScene::_scenario_pre_draw(RID p_scenario, bool p_will_draw) {
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Scenario *scenario = scenario_owner.get(p_scenario);
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ERR_FAIL_COND(!scenario);
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void VisualServerScene::pre_draw(bool p_will_draw) {
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// even when running and not drawing scenes, we still need to clear intermediate per frame
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// interpolation data .. hence the p_will_draw flag (so we can reduce the processing if the frame
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// will not be drawn)
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if (scenario->is_physics_interpolation_enabled()) {
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update_interpolation_frame(scenario->_interpolation_data, p_will_draw);
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if (_interpolation_data.interpolation_enabled) {
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update_interpolation_frame(p_will_draw);
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}
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}
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@ -730,7 +702,7 @@ void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario) {
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}
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// remove any interpolation data associated with the instance in this scenario
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instance->scenario->_interpolation_data.notify_free_instance(p_instance, *instance);
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_interpolation_data.notify_free_instance(p_instance, *instance);
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switch (instance->base_type) {
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case VS::INSTANCE_LIGHT: {
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@ -801,8 +773,8 @@ void VisualServerScene::instance_reset_physics_interpolation(RID p_instance) {
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Instance *instance = instance_owner.get(p_instance);
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ERR_FAIL_COND(!instance);
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if (instance->is_currently_interpolated()) {
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instance->scenario->_interpolation_data.instance_teleport_list.push_back(p_instance);
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if (_interpolation_data.interpolation_enabled && instance->interpolated) {
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_interpolation_data.instance_teleport_list.push_back(p_instance);
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}
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}
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@ -816,19 +788,11 @@ void VisualServerScene::instance_set_transform(RID p_instance, const Transform &
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Instance *instance = instance_owner.get(p_instance);
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ERR_FAIL_COND(!instance);
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if (!instance->is_currently_interpolated() || !instance->scenario) {
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if (!(_interpolation_data.interpolation_enabled && instance->interpolated) || !instance->scenario) {
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if (instance->transform == p_transform) {
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return; //must be checked to avoid worst evil
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}
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#ifdef DEV_ENABLED
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// If we are interpolated but without a scenario, unsure whether
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// this should be supported...
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if (instance->is_currently_interpolated()) {
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WARN_PRINT_ONCE("Instance interpolated without a scenario.");
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}
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#endif
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#ifdef DEBUG_ENABLED
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for (int i = 0; i < 4; i++) {
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@ -883,23 +847,23 @@ void VisualServerScene::instance_set_transform(RID p_instance, const Transform &
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instance->transform_checksum_curr = new_checksum;
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if (!instance->on_interpolate_transform_list) {
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instance->scenario->_interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
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_interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
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instance->on_interpolate_transform_list = true;
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} else {
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DEV_ASSERT(instance->scenario->_interpolation_data.instance_transform_update_list_curr->size());
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DEV_ASSERT(_interpolation_data.instance_transform_update_list_curr->size());
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}
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if (!instance->on_interpolate_list) {
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instance->scenario->_interpolation_data.instance_interpolate_update_list.push_back(p_instance);
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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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} else {
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DEV_ASSERT(instance->scenario->_interpolation_data.instance_interpolate_update_list.size());
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DEV_ASSERT(_interpolation_data.instance_interpolate_update_list.size());
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}
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_instance_queue_update(instance, true);
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}
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void VisualServerScene::Scenario::InterpolationData::notify_free_camera(RID p_rid, Camera &r_camera) {
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void VisualServerScene::InterpolationData::notify_free_camera(RID p_rid, Camera &r_camera) {
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r_camera.on_interpolate_transform_list = false;
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if (!interpolation_enabled) {
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@ -912,7 +876,7 @@ void VisualServerScene::Scenario::InterpolationData::notify_free_camera(RID p_ri
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camera_teleport_list.erase_multiple_unordered(p_rid);
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}
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void VisualServerScene::Scenario::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) {
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void VisualServerScene::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) {
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r_instance.on_interpolate_list = false;
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r_instance.on_interpolate_transform_list = false;
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@ -927,15 +891,15 @@ void VisualServerScene::Scenario::InterpolationData::notify_free_instance(RID p_
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instance_teleport_list.erase_multiple_unordered(p_rid);
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}
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void VisualServerScene::update_interpolation_tick(Scenario::InterpolationData &r_interpolation_data, bool p_process) {
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void VisualServerScene::update_interpolation_tick(bool p_process) {
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// update interpolation in storage
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VSG::storage->update_interpolation_tick(p_process);
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// detect any that were on the previous transform list that are no longer active,
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// we should remove them from the interpolate list
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for (unsigned int n = 0; n < r_interpolation_data.instance_transform_update_list_prev->size(); n++) {
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const RID &rid = (*r_interpolation_data.instance_transform_update_list_prev)[n];
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for (unsigned int n = 0; n < _interpolation_data.instance_transform_update_list_prev->size(); n++) {
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const RID &rid = (*_interpolation_data.instance_transform_update_list_prev)[n];
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Instance *instance = instance_owner.getornull(rid);
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bool active = true;
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@ -960,15 +924,15 @@ void VisualServerScene::update_interpolation_tick(Scenario::InterpolationData &r
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}
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if (!active) {
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r_interpolation_data.instance_interpolate_update_list.erase(rid);
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_interpolation_data.instance_interpolate_update_list.erase(rid);
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}
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}
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// and now for any in the transform list (being actively interpolated), keep the previous transform
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// value up to date ready for the next tick
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if (p_process) {
|
||||
for (unsigned int n = 0; n < r_interpolation_data.instance_transform_update_list_curr->size(); n++) {
|
||||
const RID &rid = (*r_interpolation_data.instance_transform_update_list_curr)[n];
|
||||
for (unsigned int n = 0; n < _interpolation_data.instance_transform_update_list_curr->size(); n++) {
|
||||
const RID &rid = (*_interpolation_data.instance_transform_update_list_curr)[n];
|
||||
Instance *instance = instance_owner.getornull(rid);
|
||||
if (instance) {
|
||||
instance->transform_prev = instance->transform_curr;
|
||||
|
@ -980,15 +944,15 @@ void VisualServerScene::update_interpolation_tick(Scenario::InterpolationData &r
|
|||
|
||||
// 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(r_interpolation_data.instance_transform_update_list_curr, r_interpolation_data.instance_transform_update_list_prev);
|
||||
SWAP(_interpolation_data.instance_transform_update_list_curr, _interpolation_data.instance_transform_update_list_prev);
|
||||
|
||||
// prepare for the next iteration
|
||||
r_interpolation_data.instance_transform_update_list_curr->clear();
|
||||
_interpolation_data.instance_transform_update_list_curr->clear();
|
||||
|
||||
// CAMERAS
|
||||
// detect any that were on the previous transform list that are no longer active,
|
||||
for (unsigned int n = 0; n < r_interpolation_data.camera_transform_update_list_prev->size(); n++) {
|
||||
const RID &rid = (*r_interpolation_data.camera_transform_update_list_prev)[n];
|
||||
for (unsigned int n = 0; n < _interpolation_data.camera_transform_update_list_prev->size(); n++) {
|
||||
const RID &rid = (*_interpolation_data.camera_transform_update_list_prev)[n];
|
||||
Camera *camera = camera_owner.getornull(rid);
|
||||
|
||||
// no longer active? (either the instance deleted or no longer being transformed)
|
||||
|
@ -998,8 +962,8 @@ void VisualServerScene::update_interpolation_tick(Scenario::InterpolationData &r
|
|||
}
|
||||
|
||||
// cameras , swap any current with previous
|
||||
for (unsigned int n = 0; n < r_interpolation_data.camera_transform_update_list_curr->size(); n++) {
|
||||
const RID &rid = (*r_interpolation_data.camera_transform_update_list_curr)[n];
|
||||
for (unsigned int n = 0; n < _interpolation_data.camera_transform_update_list_curr->size(); n++) {
|
||||
const RID &rid = (*_interpolation_data.camera_transform_update_list_curr)[n];
|
||||
Camera *camera = camera_owner.getornull(rid);
|
||||
if (camera) {
|
||||
camera->transform_prev = camera->transform;
|
||||
|
@ -1009,19 +973,19 @@ void VisualServerScene::update_interpolation_tick(Scenario::InterpolationData &r
|
|||
|
||||
// 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(r_interpolation_data.camera_transform_update_list_curr, r_interpolation_data.camera_transform_update_list_prev);
|
||||
SWAP(_interpolation_data.camera_transform_update_list_curr, _interpolation_data.camera_transform_update_list_prev);
|
||||
|
||||
// prepare for the next iteration
|
||||
r_interpolation_data.camera_transform_update_list_curr->clear();
|
||||
_interpolation_data.camera_transform_update_list_curr->clear();
|
||||
}
|
||||
|
||||
void VisualServerScene::update_interpolation_frame(Scenario::InterpolationData &r_interpolation_data, bool p_process) {
|
||||
void VisualServerScene::update_interpolation_frame(bool p_process) {
|
||||
// update interpolation in storage
|
||||
VSG::storage->update_interpolation_frame(p_process);
|
||||
|
||||
// teleported instances
|
||||
for (unsigned int n = 0; n < r_interpolation_data.instance_teleport_list.size(); n++) {
|
||||
const RID &rid = r_interpolation_data.instance_teleport_list[n];
|
||||
for (unsigned int n = 0; n < _interpolation_data.instance_teleport_list.size(); n++) {
|
||||
const RID &rid = _interpolation_data.instance_teleport_list[n];
|
||||
Instance *instance = instance_owner.getornull(rid);
|
||||
if (instance) {
|
||||
instance->transform_prev = instance->transform_curr;
|
||||
|
@ -1029,24 +993,24 @@ void VisualServerScene::update_interpolation_frame(Scenario::InterpolationData &
|
|||
}
|
||||
}
|
||||
|
||||
r_interpolation_data.instance_teleport_list.clear();
|
||||
_interpolation_data.instance_teleport_list.clear();
|
||||
|
||||
// camera teleports
|
||||
for (unsigned int n = 0; n < r_interpolation_data.camera_teleport_list.size(); n++) {
|
||||
const RID &rid = r_interpolation_data.camera_teleport_list[n];
|
||||
for (unsigned int n = 0; n < _interpolation_data.camera_teleport_list.size(); n++) {
|
||||
const RID &rid = _interpolation_data.camera_teleport_list[n];
|
||||
Camera *camera = camera_owner.getornull(rid);
|
||||
if (camera) {
|
||||
camera->transform_prev = camera->transform;
|
||||
}
|
||||
}
|
||||
|
||||
r_interpolation_data.camera_teleport_list.clear();
|
||||
_interpolation_data.camera_teleport_list.clear();
|
||||
|
||||
if (p_process) {
|
||||
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
|
||||
|
||||
for (unsigned int i = 0; i < r_interpolation_data.instance_interpolate_update_list.size(); i++) {
|
||||
const RID &rid = r_interpolation_data.instance_interpolate_update_list[i];
|
||||
for (unsigned int i = 0; i < _interpolation_data.instance_interpolate_update_list.size(); i++) {
|
||||
const RID &rid = _interpolation_data.instance_interpolate_update_list[i];
|
||||
Instance *instance = instance_owner.getornull(rid);
|
||||
if (instance) {
|
||||
TransformInterpolator::interpolate_transform_via_method(instance->transform_prev, instance->transform_curr, instance->transform, f, instance->interpolation_method);
|
||||
|
@ -2803,8 +2767,7 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_view
|
|||
} break;
|
||||
}
|
||||
|
||||
// This getter allows optional fixed timestep interpolation for the camera.
|
||||
Transform camera_transform = camera->get_transform();
|
||||
Transform camera_transform = _interpolation_data.interpolation_enabled ? camera->get_transform_interpolated() : camera->transform;
|
||||
|
||||
_prepare_scene(camera_transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), camera->previous_room_id_hint);
|
||||
_render_scene(camera_transform, camera_matrix, 0, ortho, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
|
||||
|
@ -4466,10 +4429,7 @@ void VisualServerScene::update_dirty_instances() {
|
|||
bool VisualServerScene::free(RID p_rid) {
|
||||
if (camera_owner.owns(p_rid)) {
|
||||
Camera *camera = camera_owner.get(p_rid);
|
||||
|
||||
if (camera->scenario) {
|
||||
camera->scenario->_interpolation_data.notify_free_camera(p_rid, *camera);
|
||||
}
|
||||
_interpolation_data.notify_free_camera(p_rid, *camera);
|
||||
|
||||
camera_owner.free(p_rid);
|
||||
memdelete(camera);
|
||||
|
@ -4490,15 +4450,7 @@ bool VisualServerScene::free(RID p_rid) {
|
|||
update_dirty_instances();
|
||||
|
||||
Instance *instance = instance_owner.get(p_rid);
|
||||
|
||||
if (instance->scenario) {
|
||||
instance->scenario->_interpolation_data.notify_free_instance(p_rid, *instance);
|
||||
} else {
|
||||
if (instance->on_interpolate_list || instance->on_interpolate_transform_list) {
|
||||
// These flags should be set to false when removing the scenario.
|
||||
WARN_PRINT_ONCE("Instance delete without scenario and on interpolate lists.");
|
||||
}
|
||||
}
|
||||
_interpolation_data.notify_free_instance(p_rid, *instance);
|
||||
|
||||
instance_set_use_lightmap(p_rid, RID(), RID(), -1, Rect2(0, 0, 1, 1));
|
||||
instance_set_scenario(p_rid, RID());
|
||||
|
|
|
@ -57,6 +57,11 @@ public:
|
|||
uint64_t render_pass;
|
||||
static VisualServerScene *singleton;
|
||||
|
||||
/* EVENT QUEUING */
|
||||
|
||||
void tick();
|
||||
void pre_draw(bool p_will_draw);
|
||||
|
||||
/* CAMERA API */
|
||||
struct Scenario;
|
||||
|
||||
|
@ -78,8 +83,6 @@ public:
|
|||
Transform transform;
|
||||
Transform transform_prev;
|
||||
|
||||
Scenario *scenario;
|
||||
|
||||
bool interpolated : 1;
|
||||
bool on_interpolate_transform_list : 1;
|
||||
|
||||
|
@ -88,10 +91,7 @@ public:
|
|||
|
||||
int32_t previous_room_id_hint;
|
||||
|
||||
// call get transform to get either the transform straight,
|
||||
// or the interpolated transform if using fixed timestep interpolation
|
||||
Transform get_transform() const;
|
||||
bool is_currently_interpolated() const { return scenario && scenario->is_physics_interpolation_enabled() && interpolated; }
|
||||
Transform get_transform_interpolated() const;
|
||||
|
||||
Camera() {
|
||||
visible_layers = 0xFFFFFFFF;
|
||||
|
@ -102,7 +102,6 @@ public:
|
|||
size = 1.0;
|
||||
offset = Vector2();
|
||||
vaspect = false;
|
||||
scenario = nullptr;
|
||||
previous_room_id_hint = -1;
|
||||
interpolated = true;
|
||||
on_interpolate_transform_list = false;
|
||||
|
@ -113,7 +112,6 @@ public:
|
|||
mutable RID_Owner<Camera> camera_owner;
|
||||
|
||||
virtual RID camera_create();
|
||||
virtual void camera_set_scenario(RID p_camera, RID p_scenario);
|
||||
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
|
||||
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
|
||||
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
|
||||
|
@ -270,26 +268,6 @@ public:
|
|||
|
||||
SelfList<Instance>::List instances;
|
||||
|
||||
bool is_physics_interpolation_enabled() const { return _interpolation_data.interpolation_enabled; }
|
||||
|
||||
// fixed timestep interpolation
|
||||
struct InterpolationData {
|
||||
void notify_free_camera(RID p_rid, Camera &r_camera);
|
||||
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];
|
||||
LocalVector<RID> instance_teleport_list;
|
||||
|
||||
LocalVector<RID> camera_transform_update_lists[2];
|
||||
LocalVector<RID> *camera_transform_update_list_curr = &camera_transform_update_lists[0];
|
||||
LocalVector<RID> *camera_transform_update_list_prev = &camera_transform_update_lists[1];
|
||||
LocalVector<RID> camera_teleport_list;
|
||||
|
||||
bool interpolation_enabled;
|
||||
} _interpolation_data;
|
||||
|
||||
Scenario();
|
||||
~Scenario() { memdelete(sps); }
|
||||
};
|
||||
|
@ -305,9 +283,6 @@ public:
|
|||
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
|
||||
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
|
||||
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv);
|
||||
virtual void scenario_set_physics_interpolation_enabled(RID p_scenario, bool p_enabled);
|
||||
void _scenario_tick(RID p_scenario);
|
||||
void _scenario_pre_draw(RID p_scenario, bool p_will_draw);
|
||||
|
||||
/* INSTANCING API */
|
||||
|
||||
|
@ -365,8 +340,6 @@ public:
|
|||
singleton->_instance_queue_update(this, p_aabb, p_materials);
|
||||
}
|
||||
|
||||
bool is_currently_interpolated() const { return scenario && scenario->is_physics_interpolation_enabled() && interpolated; }
|
||||
|
||||
Instance() :
|
||||
scenario_item(this),
|
||||
update_item(this) {
|
||||
|
@ -412,6 +385,26 @@ public:
|
|||
|
||||
SelfList<Instance>::List _instance_update_list;
|
||||
|
||||
// fixed timestep interpolation
|
||||
virtual void set_physics_interpolation_enabled(bool p_enabled);
|
||||
|
||||
struct InterpolationData {
|
||||
void notify_free_camera(RID p_rid, Camera &r_camera);
|
||||
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];
|
||||
LocalVector<RID> instance_teleport_list;
|
||||
|
||||
LocalVector<RID> camera_transform_update_lists[2];
|
||||
LocalVector<RID> *camera_transform_update_list_curr = &camera_transform_update_lists[0];
|
||||
LocalVector<RID> *camera_transform_update_list_prev = &camera_transform_update_lists[1];
|
||||
LocalVector<RID> camera_teleport_list;
|
||||
|
||||
bool interpolation_enabled = false;
|
||||
} _interpolation_data;
|
||||
|
||||
void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_materials = false);
|
||||
|
||||
struct InstanceGeometryData : public InstanceBaseData {
|
||||
|
@ -688,6 +681,8 @@ private:
|
|||
void _ghost_destroy_occlusion_rep(Ghost *p_ghost);
|
||||
|
||||
public:
|
||||
/* PORTALS API */
|
||||
|
||||
struct Portal : RID_Data {
|
||||
// all interactions with actual portals are indirect, as the portal is part of the scenario
|
||||
uint32_t scenario_portal_id = 0;
|
||||
|
@ -708,7 +703,8 @@ public:
|
|||
virtual void portal_link(RID p_portal, RID p_room_from, RID p_room_to, bool p_two_way);
|
||||
virtual void portal_set_active(RID p_portal, bool p_active);
|
||||
|
||||
// RoomGroups
|
||||
/* ROOMGROUPS API */
|
||||
|
||||
struct RoomGroup : RID_Data {
|
||||
// all interactions with actual roomgroups are indirect, as the roomgroup is part of the scenario
|
||||
uint32_t scenario_roomgroup_id = 0;
|
||||
|
@ -728,7 +724,8 @@ public:
|
|||
virtual void roomgroup_set_scenario(RID p_roomgroup, RID p_scenario);
|
||||
virtual void roomgroup_add_room(RID p_roomgroup, RID p_room);
|
||||
|
||||
// Occluders
|
||||
/* OCCLUDERS API */
|
||||
|
||||
struct OccluderInstance : RID_Data {
|
||||
uint32_t scenario_occluder_id = 0;
|
||||
Scenario *scenario = nullptr;
|
||||
|
@ -768,10 +765,15 @@ public:
|
|||
|
||||
// editor only .. slow
|
||||
virtual Geometry::MeshData occlusion_debug_get_current_polys(RID p_scenario) const;
|
||||
const PortalResources &get_portal_resources() const { return _portal_resources; }
|
||||
PortalResources &get_portal_resources() { return _portal_resources; }
|
||||
const PortalResources &get_portal_resources() const {
|
||||
return _portal_resources;
|
||||
}
|
||||
PortalResources &get_portal_resources() {
|
||||
return _portal_resources;
|
||||
}
|
||||
|
||||
/* ROOMS API */
|
||||
|
||||
// Rooms
|
||||
struct Room : RID_Data {
|
||||
// all interactions with actual rooms are indirect, as the room is part of the scenario
|
||||
uint32_t scenario_room_id = 0;
|
||||
|
@ -805,7 +807,9 @@ public:
|
|||
virtual bool rooms_is_loaded(RID p_scenario) const;
|
||||
|
||||
virtual void callbacks_register(VisualServerCallbacks *p_callbacks);
|
||||
VisualServerCallbacks *get_callbacks() const { return _visual_server_callbacks; }
|
||||
VisualServerCallbacks *get_callbacks() const {
|
||||
return _visual_server_callbacks;
|
||||
}
|
||||
|
||||
// don't use these in a game!
|
||||
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
|
||||
|
@ -840,8 +844,8 @@ public:
|
|||
void update_dirty_instances();
|
||||
|
||||
// interpolation
|
||||
void update_interpolation_tick(Scenario::InterpolationData &r_interpolation_data, bool p_process = true);
|
||||
void update_interpolation_frame(Scenario::InterpolationData &r_interpolation_data, bool p_process = true);
|
||||
void update_interpolation_tick(bool p_process = true);
|
||||
void update_interpolation_frame(bool p_process = true);
|
||||
|
||||
//probes
|
||||
struct GIProbeDataHeader {
|
||||
|
|
|
@ -36,18 +36,6 @@ void VisualServerWrapMT::thread_exit() {
|
|||
exit.set();
|
||||
}
|
||||
|
||||
void VisualServerWrapMT::thread_scenario_tick(RID p_scenario) {
|
||||
if (!draw_pending.decrement()) {
|
||||
visual_server->scenario_tick(p_scenario);
|
||||
}
|
||||
}
|
||||
|
||||
void VisualServerWrapMT::thread_scenario_pre_draw(RID p_scenario, bool p_will_draw) {
|
||||
if (!draw_pending.decrement()) {
|
||||
visual_server->scenario_pre_draw(p_scenario, p_will_draw);
|
||||
}
|
||||
}
|
||||
|
||||
void VisualServerWrapMT::thread_draw(bool p_swap_buffers, double frame_step) {
|
||||
if (!draw_pending.decrement()) {
|
||||
visual_server->draw(p_swap_buffers, frame_step);
|
||||
|
@ -94,24 +82,6 @@ void VisualServerWrapMT::sync() {
|
|||
}
|
||||
}
|
||||
|
||||
void VisualServerWrapMT::scenario_tick(RID p_scenario) {
|
||||
if (create_thread) {
|
||||
draw_pending.increment();
|
||||
command_queue.push(this, &VisualServerWrapMT::thread_scenario_tick, p_scenario);
|
||||
} else {
|
||||
visual_server->scenario_tick(p_scenario);
|
||||
}
|
||||
}
|
||||
|
||||
void VisualServerWrapMT::scenario_pre_draw(RID p_scenario, bool p_will_draw) {
|
||||
if (create_thread) {
|
||||
draw_pending.increment();
|
||||
command_queue.push(this, &VisualServerWrapMT::thread_scenario_pre_draw, p_scenario, p_will_draw);
|
||||
} else {
|
||||
visual_server->scenario_pre_draw(p_scenario, p_will_draw);
|
||||
}
|
||||
}
|
||||
|
||||
void VisualServerWrapMT::draw(bool p_swap_buffers, double frame_step) {
|
||||
if (create_thread) {
|
||||
draw_pending.increment();
|
||||
|
|
|
@ -54,8 +54,6 @@ class VisualServerWrapMT : public VisualServer {
|
|||
SafeNumeric<uint64_t> draw_pending;
|
||||
void thread_draw(bool p_swap_buffers, double frame_step);
|
||||
void thread_flush();
|
||||
void thread_scenario_tick(RID p_scenario);
|
||||
void thread_scenario_pre_draw(RID p_scenario, bool p_will_draw);
|
||||
|
||||
void thread_exit();
|
||||
|
||||
|
@ -374,7 +372,6 @@ public:
|
|||
/* CAMERA API */
|
||||
|
||||
FUNCRID(camera)
|
||||
FUNC2(camera_set_scenario, RID, RID)
|
||||
FUNC4(camera_set_perspective, RID, float, float, float)
|
||||
FUNC4(camera_set_orthogonal, RID, float, float, float)
|
||||
FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
|
||||
|
@ -468,15 +465,21 @@ public:
|
|||
FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
|
||||
FUNC5(environment_set_fog_height, RID, bool, float, float, float)
|
||||
|
||||
/* INTERPOLATION API */
|
||||
|
||||
FUNC1(set_physics_interpolation_enabled, bool)
|
||||
|
||||
/* SCENARIO API */
|
||||
|
||||
FUNCRID(scenario)
|
||||
|
||||
FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
|
||||
FUNC2(scenario_set_environment, RID, RID)
|
||||
FUNC3(scenario_set_reflection_atlas_size, RID, int, int)
|
||||
FUNC2(scenario_set_fallback_environment, RID, RID)
|
||||
FUNC2(scenario_set_physics_interpolation_enabled, RID, bool)
|
||||
|
||||
/* INSTANCING API */
|
||||
|
||||
FUNCRID(instance)
|
||||
|
||||
FUNC2(instance_set_base, RID, RID)
|
||||
|
@ -498,7 +501,8 @@ public:
|
|||
|
||||
FUNC2(instance_set_extra_visibility_margin, RID, real_t)
|
||||
|
||||
// Portals
|
||||
/* PORTALS API */
|
||||
|
||||
FUNC2(instance_set_portal_mode, RID, InstancePortalMode)
|
||||
|
||||
FUNCRID(ghost)
|
||||
|
@ -511,13 +515,15 @@ public:
|
|||
FUNC4(portal_link, RID, RID, RID, bool)
|
||||
FUNC2(portal_set_active, RID, bool)
|
||||
|
||||
// Roomgroups
|
||||
/* ROOMGROUPS API */
|
||||
|
||||
FUNCRID(roomgroup)
|
||||
FUNC2(roomgroup_prepare, RID, ObjectID)
|
||||
FUNC2(roomgroup_set_scenario, RID, RID)
|
||||
FUNC2(roomgroup_add_room, RID, RID)
|
||||
|
||||
// Occluders
|
||||
/* OCCLUDERS API */
|
||||
|
||||
FUNCRID(occluder_instance)
|
||||
FUNC2(occluder_instance_set_scenario, RID, RID)
|
||||
FUNC2(occluder_instance_link_resource, RID, RID)
|
||||
|
@ -531,7 +537,8 @@ public:
|
|||
FUNC1(set_use_occlusion_culling, bool)
|
||||
FUNC1RC(Geometry::MeshData, occlusion_debug_get_current_polys, RID)
|
||||
|
||||
// Rooms
|
||||
/* ROOMS API */
|
||||
|
||||
FUNCRID(room)
|
||||
FUNC2(room_set_scenario, RID, RID)
|
||||
FUNC4(room_add_instance, RID, RID, const AABB &, const Vector<Vector3> &)
|
||||
|
@ -674,8 +681,8 @@ public:
|
|||
virtual void finish();
|
||||
virtual void draw(bool p_swap_buffers, double frame_step);
|
||||
virtual void sync();
|
||||
virtual void scenario_tick(RID p_scenario);
|
||||
virtual void scenario_pre_draw(RID p_scenario, bool p_will_draw);
|
||||
FUNC0(tick)
|
||||
FUNC1(pre_draw, bool)
|
||||
FUNC1RC(bool, has_changed, ChangedPriority)
|
||||
|
||||
/* RENDER INFO */
|
||||
|
|
|
@ -619,7 +619,6 @@ public:
|
|||
/* CAMERA API */
|
||||
|
||||
virtual RID camera_create() = 0;
|
||||
virtual void camera_set_scenario(RID p_camera, RID p_scenario) = 0;
|
||||
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
|
||||
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
|
||||
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
|
||||
|
@ -821,6 +820,10 @@ public:
|
|||
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
|
||||
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
|
||||
|
||||
/* INTERPOLATION API */
|
||||
|
||||
virtual void set_physics_interpolation_enabled(bool p_enabled) = 0;
|
||||
|
||||
/* SCENARIO API */
|
||||
|
||||
virtual RID scenario_create() = 0;
|
||||
|
@ -837,7 +840,6 @@ public:
|
|||
virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
|
||||
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) = 0;
|
||||
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
|
||||
virtual void scenario_set_physics_interpolation_enabled(RID p_scenario, bool p_enabled) = 0;
|
||||
|
||||
/* INSTANCING API */
|
||||
|
||||
|
@ -881,8 +883,8 @@ public:
|
|||
|
||||
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
|
||||
|
||||
/* ROOMS AND PORTALS API */
|
||||
// Portals
|
||||
/* PORTALS API */
|
||||
|
||||
enum InstancePortalMode {
|
||||
INSTANCE_PORTAL_MODE_STATIC, // not moving within a room
|
||||
INSTANCE_PORTAL_MODE_DYNAMIC, // moving within room
|
||||
|
@ -903,13 +905,15 @@ public:
|
|||
virtual void portal_link(RID p_portal, RID p_room_from, RID p_room_to, bool p_two_way) = 0;
|
||||
virtual void portal_set_active(RID p_portal, bool p_active) = 0;
|
||||
|
||||
// Roomgroups
|
||||
/* ROOMGROUPS API */
|
||||
|
||||
virtual RID roomgroup_create() = 0;
|
||||
virtual void roomgroup_prepare(RID p_roomgroup, ObjectID p_roomgroup_object_id) = 0;
|
||||
virtual void roomgroup_set_scenario(RID p_roomgroup, RID p_scenario) = 0;
|
||||
virtual void roomgroup_add_room(RID p_roomgroup, RID p_room) = 0;
|
||||
|
||||
// Occluders
|
||||
/* OCCLUDERS API */
|
||||
|
||||
enum OccluderType {
|
||||
OCCLUDER_TYPE_UNDEFINED,
|
||||
OCCLUDER_TYPE_SPHERE,
|
||||
|
@ -931,7 +935,8 @@ public:
|
|||
virtual void set_use_occlusion_culling(bool p_enable) = 0;
|
||||
virtual Geometry::MeshData occlusion_debug_get_current_polys(RID p_scenario) const = 0;
|
||||
|
||||
// Rooms
|
||||
/* ROOMS API */
|
||||
|
||||
enum RoomsDebugFeature {
|
||||
ROOMS_DEBUG_SPRAWL,
|
||||
};
|
||||
|
@ -1131,8 +1136,8 @@ public:
|
|||
virtual bool has_changed(ChangedPriority p_priority = CHANGED_PRIORITY_ANY) const = 0;
|
||||
virtual void init() = 0;
|
||||
virtual void finish() = 0;
|
||||
virtual void scenario_tick(RID p_scenario) = 0;
|
||||
virtual void scenario_pre_draw(RID p_scenario, bool p_will_draw) = 0;
|
||||
virtual void tick() = 0;
|
||||
virtual void pre_draw(bool p_will_draw) = 0;
|
||||
|
||||
/* STATUS INFORMATION */
|
||||
|
||||
|
|
Loading…
Reference in a new issue