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Fix global transform validity for Node2D and Control #80105

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merged 1 commit into from
Aug 28, 2023

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@Sauermann Sauermann commented Aug 1, 2023

Set global transform to invalid when changing transform

resolve #79453

Add unit-tests for the bug

@Sauermann Sauermann requested review from a team as code owners August 1, 2023 07:29
@Sauermann Sauermann added this to the 4.2 milestone Aug 1, 2023
@Sauermann Sauermann force-pushed the fix-global-transform branch from 8b92da3 to 7e9855e Compare August 1, 2023 07:31
kleonc
kleonc previously requested changes Aug 1, 2023
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This is not a correct fix.

The global_invalid flag being initialized to false is correct. A newly created CanvasItem has no parent and its own transform is an identity, hence global_transform being an identity by default is valid.

Marking global transform as invalid by default would result in some unnecessary one-time updates for actually unchanged global transforms. But it doesn't solve the issue which is: some out of tree modifications (like Node2D.set_global_position) result in not marking the global transform as dirty.

E.g. with this PR:

@tool
extends EditorScript

func _run() -> void:
	var a = Node2D.new()
	a.global_position = Vector2(1, 1)
	assert(a.global_position == Vector2(1, 1)) # Passes because of invalid by default.
	a.global_position = Vector2(2, 2)
	assert(a.global_position == Vector2(2, 2)) # Still fails.

Also I'm not sure if the global_invalid to global_valid name change is needed/wanted at all.

@Sauermann Sauermann force-pushed the fix-global-transform branch from 7e9855e to 1ab469d Compare August 1, 2023 10:13
@Sauermann Sauermann requested a review from a team as a code owner August 1, 2023 10:13
@Sauermann Sauermann changed the title Fix gobal transform validity initialization Fix global transform validity for Node2D Aug 1, 2023
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@kleonc Thank you for pointing me in the right direction. I have included your improvements in the PR.

@Sauermann Sauermann force-pushed the fix-global-transform branch from 1ab469d to 3c80e66 Compare August 1, 2023 10:16
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kleonc commented Aug 1, 2023

@Sauermann There's also Control.global_position having the same issue.

@Sauermann Sauermann force-pushed the fix-global-transform branch from 3c80e66 to 53c5251 Compare August 1, 2023 11:19
@Sauermann Sauermann requested a review from a team as a code owner August 1, 2023 11:19
@Sauermann Sauermann changed the title Fix global transform validity for Node2D Fix global transform validity for Node2D and Control Aug 1, 2023
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I have included the invalidation for transform-changing operations in Control.

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@kleonc may I ask if your requested changes have been resolved by my updates?

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kleonc commented Aug 5, 2023

@kleonc may I ask if your requested changes have been resolved by my updates?

Hmm, seems like it should now be properly invalidating the global transforms. 👍

However, I'm not sure if these added invalidations don't affect transform notifications in some unwanted manner. Specifically, after brief look at the code, when in the tree CanvasItem::_notify_transform calls _notify_transform(this):

_FORCE_INLINE_ void _notify_transform() {
if (!is_inside_tree()) {
return;
}
_notify_transform(this);
if (!block_transform_notify && notify_local_transform) {
notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
}
}

which early returns in case global transform is invalid:
void CanvasItem::_notify_transform(CanvasItem *p_node) {
/* This check exists to avoid re-propagating the transform
* notification down the tree on dirty nodes. It provides
* optimization by avoiding redundancy (nodes are dirty, will get the
* notification anyway).
*/
if (/*p_node->xform_change.in_list() &&*/ p_node->_is_global_invalid()) {
return; //nothing to do
}

Hence I wonder if adding _invalidate_global_transform(); before _notify_transform(); (like it's done in many of the changed methods) could have broken some notification propagation or something like that. 🤔 We'll need to ensure nothing is broken I guess (or maybe you've already ensured that?).

@kleonc kleonc dismissed their stale review August 5, 2023 17:25

Outdated.

@Sauermann Sauermann force-pushed the fix-global-transform branch from 53c5251 to 968d71b Compare August 5, 2023 19:05
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Thank you for taking the time to guide me through the maze of Transform-caching.
The case, that you have identified was indeed problematic.

With the latest updated I made sure that

  • the behavior while is_inside_tree() == true is not changed
  • while not inside tree, caching status traverses down the scene-tree

scene/main/canvas_item.cpp Outdated Show resolved Hide resolved
Set global transform to invalid when changing transform
@Sauermann Sauermann force-pushed the fix-global-transform branch from 4dd2a16 to 152572a Compare August 8, 2023 10:24
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Tested locally (rebased on top of master 6758a7f), it works as expected.

I've also tested a few demo projects (3D Platformer, Control Gallery) and they behave correctly.

@YuriSizov YuriSizov requested a review from kleonc August 25, 2023 10:04
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AFAICT it should work fine now. 👍

@akien-mga akien-mga added the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Aug 28, 2023
@akien-mga akien-mga merged commit 2c0a74a into godotengine:master Aug 28, 2023
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Thanks!

@Sauermann Sauermann deleted the fix-global-transform branch August 28, 2023 21:55
@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Sep 20, 2023
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Cherry-picked for 4.1.2.

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Node2D global_position does not update when set before it's added to the scene tree
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