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Add physics interpolation docs to 4.3
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1 change: 1 addition & 0 deletions tutorials/physics/index.rst
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collision_shapes_3d
large_world_coordinates
troubleshooting_physics_issues
interpolation/index
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.. _doc_2d_and_3d_physics_interpolation:

2D and 3D physics interpolation
===============================

Generally 2D and 3D physics interpolation work in very similar ways. However,
there are a few differences, which will be described here.

.. note:: currently only 2D physics interpolation works in Godot.
3D interpolation is expected to come in a future update.

Global versus local interpolation
---------------------------------

- In 3D, physics interpolation is performed *independently* on the **global
transform** of each 3D instance.
- In 2D by contrast, physics interpolation is performed on the **local
transform** of each 2D instance.

This has some implications:

- In 3D, it is easy to turn interpolation on and off at the level of each
``Node``, via the ``physics_interpolation_mode`` property in the Inspector,
which can be set to ``On``, ``Off``, or ``Inherited``.

.. figure:: img/physics_interpolation_mode.webp
:align: center

- However this means that in 3D, pivots that occur in the ``SceneTree``
(due to parent child relationships) can only be interpolated
**approximately** over the physics tick. In most cases this will not
matter, but in some situations the interpolation can look slightly *off*.
- In 2D, interpolated local transforms are passed down to children during
rendering. This means that if a parent is set to
``physics_interpolation_mode`` ``On``, but the child is set to ``Off``,
the child will still be interpolated if the parent is moving. *Only the
child's local transform is uninterpolated.* Controlling the on / off
behaviour of 2D nodes therefore requires a little more thought and planning.
- On the positive side, pivot behaviour in the scene tree is perfectly
preserved during interpolation in 2D, which gives super smooth behaviour.

reset_physics_interpolation()
-----------------------------

Whenever objects are moved to a completely new position, and interpolation is
not desired (so as to prevent a "streaking" artefact), it is the
responsibility of the user to call ``reset_physics_interpolation()``.

The good news is that in 2D, this is automatically done for you when nodes
first enter the tree. This reduces boiler plate, and reduces the effort
required to get an existing project working.

.. note:: If you move objects *after* adding to the scene tree, you will still
need to call ``reset_physics_interpolation()`` as with 3D.

2D Particles
------------

Currently only ``CPUParticles2D`` are supported for physics interpolation in
2D. It is recommended to use a physics tick rate of at least 20-30 ticks per
second to keep particles looking fluid.

``Particles2D`` (GPU particles) are not yet interpolated, so for now it is
recommended to convert to ``CPUParticles2D`` (but keep a backup of your
``Particles2D`` in case we get these working).

Other
-----

- ``get_global_transform_interpolated()`` - this is currently only available for 3D.
- ``MultiMeshes`` - these should be supported in both 2D and 3D.

185 changes: 185 additions & 0 deletions tutorials/physics/interpolation/advanced_physics_interpolation.rst
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.. _doc_advanced_physics_interpolation:

Advanced physics interpolation
==============================

Although the previous instructions will give satisfactory results in a lot of
games, in some cases you will want to go a stage further to get the best
ossible results and the smoothest possible experience.

Exceptions to automatic physics interpolation
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Even with physics interpolation active, there may be some local situations
where you would benefit from disabling automatic interpolation for a
:ref:`Node<class_Node>` (or branch of the :ref:`SceneTree<class_SceneTree>`),
and have the finer control of performing interpolation manually.

This is possible using the :ref:`Node.physics_interpolation_mode<class_Node_property_physics_interpolation_mode>`
property which is present in all Nodes. If you for example, turn off
interpolation for a Node, the children will recursively also be affected (as
they default to inheriting the parent setting). This means you can easily
disable interpolation for an entire subscene.

The most common situation where you may want to perform your own
interpolation is Cameras.

Cameras
^^^^^^^

In many cases, a :ref:`Camera<class_Camera>` can use automatic interpolation
just like any other node. However, for best results, especially at low
physics tick rates, it is recommended that you take a manual approach to
Camera interpolation.

This is because viewers are very sensitive to Camera movement. For instance,
a Camera that realigns slightly every 1/10th of a second (at 10tps tick rate)
will often be noticeable. You can get a much smoother result by moving the
Camera each frame in ``_process``, and following an interpolated target
manually.

Manual Camera interpolation
^^^^^^^^^^^^^^^^^^^^^^^^^^^

**Ensure the Camera is using global coordinate space**

The very first step when performing manual Camera interpolation is to make
sure the Camera transform is specified in *global space* rather than
inheriting the transform of a moving parent. This is because feedback can
occur between the movement of a parent node of a Camera and the movement of
the Camera Node itself, which can mess up the interpolation.

There are two ways of doing this:

1) Move the Camera so it is independent on its own branch, rather than being
a child of a moving object.

.. image:: img/fti_camera_worldspace.png

2) Call :ref:`Spatial.set_as_toplevel<class_Spatial_method_set_as_toplevel>`
and set this to ``true``, which will make the Camera ignore the transform of
its parent.

Typical example
^^^^^^^^^^^^^^^

A typical example of a custom approach is to use the ``look_at`` function in
the Camera every frame in ``_process()`` to look at a target node (such as
the player).

But there is a problem. If we use the traditional ``get_global_transform()``
on a Camera "target" Node, this transform will only focus the Camera on the
target *at the current physics tick*. This is *not* what we want, as the
Camera will jump about on each physics tick as the target moves. Even though
the Camera may be updated each frame, this does not help give smooth motion
if the *target* is only changing each physics tick.

get_global_transform_interpolated()
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

What we really want to focus the Camera on, is not the position of the target
on the physics tick, but the *interpolated* position, i.e. the position at
which the target will be rendered.

We can do this using the :ref:`Spatial.get_global_transform_interpolated<class_Spatial_method_get_global_transform_interpolated>`
function. This acts exactly like getting :ref:`Spatial.global_transform<class_Spatial_property_global_transform>`
but it gives you the *interpolated* transform (during a ``_process()`` call).

.. important:: ``get_global_transform_interpolated()`` should only be used
once or twice for special cases such as Cameras. It should
**not** be used all over the place in your code (both for
performance reasons, and to give correct gameplay).

.. note:: Aside from exceptions like the Camera, in most cases, your game
logic should be in ``_physics_process()``. In game logic you should
be calling ``get_global_transform()`` or ``get_transform()``, which
will give the current physics transform (in global or local space
respectively), which is usually what you will want for gameplay
code.

Example manual Camera script
^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Here is an example of a simple fixed Camera which follows an interpolated
target:

.. code-block:: python
extends Camera
# Node that the camera will follow
var _target
# We will smoothly lerp to follow the target
# rather than follow exactly
var _target_pos : Vector3 = Vector3()
func _ready() -> void:
# Find the target node
_target = get_node("../Player")
# Turn off automatic physics interpolation for the Camera,
# we will be doing this manually
set_physics_interpolation_mode(Node.PHYSICS_INTERPOLATION_MODE_OFF)
func _process(delta: float) -> void:
# Find the current interpolated transform of the target
var tr : Transform = _target.get_global_transform_interpolated()
# Provide some delayed smoothed lerping towards the target position
_target_pos = lerp(_target_pos, tr.origin, min(delta, 1.0))
# Fixed camera position, but it will follow the target
look_at(_target_pos, Vector3(0, 1, 0))
Mouse look
^^^^^^^^^^

Mouse look is a very common way of controlling Cameras. But there is a
problem. Unlike keyboard input which can be sampled periodically on the
physics tick, mouse move events can come in continuously. The Camera will
be expected to react and follow these mouse movements on the next frame,
rather than waiting until the next physics tick.

In this situation, it can be better to disable physics interpolation for the
Camera node (using :ref:`Node.physics_interpolation_mode<class_Node_property_physics_interpolation_mode>`)
and directly apply the mouse input to the Camera rotation, rather than apply
it in ``_physics_process``.

Sometimes, especially with Cameras, you will want to use a combination of
interpolation and non-interpolation:

* A first person camera may position the camera at a player location (perhaps
using :ref:`Spatial.get_global_transform_interpolated<class_Spatial_method_get_global_transform_interpolated>`),
but control the Camera rotation from mouse look *without* interpolation.
* A third person camera may similarly determine the look at (target location)
of the camera using :ref:`Spatial.get_global_transform_interpolated<class_Spatial_method_get_global_transform_interpolated>`,
but position the camera using mouse look *without* interpolation.

There are many permutations and variations of Camera types, but it should be
clear that in many cases, disabling automatic physics interpolation and
handling this yourself can give a better result.

Disabling interpolation on other nodes
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Although Cameras are the most common example, there are a number of cases
when you may wish other nodes to control their own interpolation, or be
non-interpolated. Consider for example, a player in a top view game whose
rotation is controlled by mouse look. Disabling physics rotation allows the
player rotation to match the mouse in real-time.


MultiMeshes
^^^^^^^^^^^

Although most visual Nodes follow the single Node single visual instance
paradigm, MultiMeshes can control several instances from the same Node.
Therefore, they have some extra functions for controlling interpolation
functionality on a *per-instance* basis. You should explore these functions
if you are using interpolated MultiMeshes.

- :ref:`MultiMesh.reset_instance_physics_interpolation<class_MultiMesh_method_reset_instance_physics_interpolation>`
- :ref:`MultiMesh.set_as_bulk_array_interpolated<class_MultiMesh_method_set_as_bulk_array_interpolated>`

Full details are in the :ref:`MultiMesh<class_MultiMesh>` documentation.
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14 changes: 14 additions & 0 deletions tutorials/physics/interpolation/index.rst
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.. _doc_physics_interpolation:

Physics Interpolation
=====================

.. toctree::
:maxdepth: 1
:name: toc-physics-interpolation

physics_interpolation_quick_start_guide
physics_interpolation_introduction
using_physics_interpolation
advanced_physics_interpolation
2d_and_3d_physics_interpolation
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