Physics Interpolation - optimize hidden nodes

In order to prevent glitches when unhiding nodes, set_transform() is still called to the VisualServer even for hidden nodes when the node is interpolated. This activates a lot of logic which is not necessary just to keep the previous transform updated.

This PR adds an early out which misses out on the unnecessary logic when instances are invisible.
This commit is contained in:
lawnjelly 2022-05-10 08:54:56 +01:00
parent 16abb7f471
commit ec9a17cfad

View file

@ -887,9 +887,6 @@ void VisualServerScene::instance_set_transform(RID p_instance, const Transform &
instance->transform_curr = p_transform;
// decide on the interpolation method .. slerp if possible
instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
// keep checksums up to date
instance->transform_checksum_curr = new_checksum;
@ -900,6 +897,17 @@ void VisualServerScene::instance_set_transform(RID p_instance, const Transform &
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;