mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-14 02:27:40 -04:00
Merge remote-tracking branch 'origin/master' into plString
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@ -1292,7 +1292,20 @@ void plClient::IProgressMgrCallbackProc(plOperationProgress * progress)
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return;
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fInstance->fMessagePumpProc();
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// HACK HACK HACK HACK!
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// Yes, this is the ORIGINAL, EVIL famerate limit from plClient::IDraw (except I bumped it to 60fps)
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// As it so happens, this callback is happening in the main resource loading thread
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// Without this NASTY ASS HACK, we draw after loading every KO, which starves the loader.
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// At some point, a better solution should be found... Like running the loader in a separate thread.
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static float lastDrawTime;
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static const float kMaxFrameRate = 1.f/60.f;
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float currTime = (float) hsTimer::GetSeconds();
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if ((currTime - lastDrawTime) > kMaxFrameRate)
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{
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fInstance->IDraw();
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lastDrawTime = currTime;
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}
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}
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//============================================================================
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@ -1838,22 +1851,6 @@ hsBool plClient::IDrawProgress() {
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hsBool plClient::IDraw()
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{
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// Limit framerate
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static float lastDrawTime;
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static const float kMaxFrameRate = 1.f/30.f;
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float currTime = (float) hsTimer::GetSeconds();
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if (!fPipeline->IsDebugFlagSet(plPipeDbg::kFlagNVPerfHUD))
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{
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// If we're using NVPerfHUD to step through draw calls,
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// We're going to have a frame delta of zero. In that
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// case we need to draw no matter what, and we don't
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// care as much about starving other threads because
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// we're presumably just debugging a graphics glitch.
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if ((currTime - lastDrawTime) < kMaxFrameRate)
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return true;
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}
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lastDrawTime = currTime;
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// If we're shutting down, don't attempt to draw. Doing so
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// tends to cause a device reload each frame.
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if (fDone)
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@ -45,8 +45,8 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
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#include <Python.h>
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// Useful string functions
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char* PyString_AsStringEx(PyObject*);
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inline bool PyString_CheckEx(PyObject*);
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char* PyString_AsStringEx(PyObject* obj);
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bool PyString_CheckEx(PyObject* obj);
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// A set of macros to take at least some of the tediousness out of creating straight python glue code
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@ -58,21 +58,31 @@ PYTHON_INIT_DEFINITION(ptStatusLog, args, keywords)
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PYTHON_METHOD_DEFINITION(ptStatusLog, open, args)
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{
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char* logName;
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PyObject* logName;
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unsigned long numLines, flags;
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if (!PyArg_ParseTuple(args, "sll", &logName, &numLines, &flags))
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if (!PyArg_ParseTuple(args, "Oll", &logName, &numLines, &flags))
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{
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PyErr_SetString(PyExc_TypeError, "open expects a string and two unsigned longs");
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PYTHON_RETURN_ERROR;
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}
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PYTHON_RETURN_BOOL(self->fThis->Open(logName, numLines, flags));
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if (!PyString_CheckEx(logName))
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{
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PyErr_SetString(PyExc_TypeError, "open expects a string and two unsigned longs");
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PYTHON_RETURN_ERROR;
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}
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PYTHON_RETURN_BOOL(self->fThis->Open(PyString_AsStringEx(logName), numLines, flags));
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}
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PYTHON_METHOD_DEFINITION(ptStatusLog, write, args)
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{
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char* text;
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PyObject* text;
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PyObject* colorObj = NULL;
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if (!PyArg_ParseTuple(args, "s|O", &text, &colorObj))
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if (!PyArg_ParseTuple(args, "O|O", &text, &colorObj))
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{
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PyErr_SetString(PyExc_TypeError, "write expects a string and an optional ptColor");
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PYTHON_RETURN_ERROR;
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}
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if (!PyString_CheckEx(text))
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{
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PyErr_SetString(PyExc_TypeError, "write expects a string and an optional ptColor");
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PYTHON_RETURN_ERROR;
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@ -85,9 +95,9 @@ PYTHON_METHOD_DEFINITION(ptStatusLog, write, args)
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PYTHON_RETURN_ERROR;
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}
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pyColor* color = pyColor::ConvertFrom(colorObj);
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PYTHON_RETURN_BOOL(self->fThis->WriteColor(text, *color));
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PYTHON_RETURN_BOOL(self->fThis->WriteColor(PyString_AsStringEx(text), *color));
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}
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PYTHON_RETURN_BOOL(self->fThis->Write(text));
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PYTHON_RETURN_BOOL(self->fThis->Write(PyString_AsStringEx(text)));
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}
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PYTHON_BASIC_METHOD_DEFINITION(ptStatusLog, close, Close);
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@ -827,6 +827,11 @@ void plPXPhysical::ApplyHitForce()
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void plPXPhysical::ISetTransformGlobal(const hsMatrix44& l2w)
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{
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hsAssert(fActor->isDynamic(), "Shouldn't move a static actor");
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// If we wake up normal dynamic actors, they might explode.
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// However, kinematics won't update if they are asleep. Thankfully, kinematics don't
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// explode, move, or cause spontaneous nuclear warfare.
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if (fActor->readBodyFlag(NX_BF_KINEMATIC))
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fActor->wakeUp();
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NxMat34 mat;
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@ -56,6 +56,7 @@ You can contact Cyan Worlds, Inc. by email legal@cyan.com
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "pnNetCommon/plSDLTypes.h"
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#include "plMessage/plCollideMsg.h"
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#include "plMessage/plAgeLoadedMsg.h"
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#include "plModifier/plDetectorLog.h"
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@ -357,7 +358,7 @@ void plSimulationMgr::Init()
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if (gTheInstance->InitSimulation())
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{
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gTheInstance->RegisterAs(kSimulationMgr_KEY);
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gTheInstance->GetKey()->RefObject();
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plgDispatch::Dispatch()->RegisterForExactType(plAgeLoadedMsg::Index(), gTheInstance->GetKey());
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}
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else
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{
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@ -374,10 +375,8 @@ void plSimulationMgr::Shutdown()
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hsAssert(gTheInstance, "Simulation manager missing during shutdown.");
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if (gTheInstance)
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{
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// UnRef to match our Ref in Init(). Unless something strange is
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// going on, this should destroy the instance and set gTheInstance to nil.
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// gTheInstance->GetKey()->UnRefObject();
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gTheInstance->UnRegister(); // this will destroy the instance
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plgDispatch::Dispatch()->UnRegisterForExactType(plAgeLoadedMsg::Index(), gTheInstance->GetKey());
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gTheInstance->UnRegisterAs(kSimulationMgr_KEY); // this will destroy the instance
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gTheInstance = nil;
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}
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}
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@ -391,8 +390,6 @@ plSimulationMgr* plSimulationMgr::GetInstance()
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plSimulationMgr::plSimulationMgr()
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: fSuspended(true)
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, fMaxDelta(kDefaultMaxDelta)
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, fStepSize(kDefaultStepSize)
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, fLOSDispatch(new plLOSDispatch())
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, fSoundMgr(new plPhysicsSoundMgr)
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, fLog(nil)
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@ -451,16 +448,20 @@ NxScene* plSimulationMgr::GetScene(plKey world)
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if (!scene)
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{
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uint32_t maxSteps = (uint32_t)ceil(fMaxDelta / fStepSize);
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NxSceneDesc sceneDesc;
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sceneDesc.gravity.set(0, 0, -32.174049f);
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sceneDesc.userTriggerReport = &gSensorReport;
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sceneDesc.userContactReport = &gContactReport;
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sceneDesc.maxTimestep = fStepSize;
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sceneDesc.maxIter = maxSteps;
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scene = fSDK->createScene(sceneDesc);
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// See "Advancing The Simulation State" in the PhysX SDK Documentation
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// This will cause PhysX to only update for our step size. If we call simulate
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// faster than that, PhysX will return immediately. If we call it slower than that,
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// PhysX will do some extra steps for us (isn't that nice?).
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// Anyway, this should be a good way to make us independent of the framerate.
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// If not, I blame the usual suspects (Tye, eap, etc...)
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scene->setTiming(kDefaultStepSize);
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// Most physicals use the default friction and restitution values, so we
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// make them the default.
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NxMaterial* mat = scene->getMaterialFromIndex(0);
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@ -603,12 +604,6 @@ void plSimulationMgr::Advance(float delSecs)
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if (fSuspended)
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return;
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if (delSecs > fMaxDelta)
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{
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if (fExtraProfile)
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Log("Step clamped from %f to limit of %f", delSecs, fMaxDelta);
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delSecs = fMaxDelta;
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}
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plProfile_IncCount(StepLen, (int)(delSecs*1000));
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#ifndef PLASMA_EXTERNAL_RELASE
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@ -756,6 +751,13 @@ void plSimulationMgr::ISendUpdates()
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hsBool plSimulationMgr::MsgReceive(plMessage *msg)
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{
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// Suspend/resume the simulation based on whether or not we're in an age...
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if (plAgeLoadedMsg* aMsg = plAgeLoadedMsg::ConvertNoRef(msg))
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{
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fSuspended = !aMsg->fLoaded;
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return true;
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}
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return hsKeyedObject::MsgReceive(msg);
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}
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@ -765,26 +767,6 @@ hsBool plSimulationMgr::MsgReceive(plMessage *msg)
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//
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/////////////////////////////////////////////////////////////////
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void plSimulationMgr::SetMaxDelta(float maxDelta)
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{
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fMaxDelta = maxDelta;
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}
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float plSimulationMgr::GetMaxDelta() const
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{
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return fMaxDelta;
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}
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void plSimulationMgr::SetStepsPerSecond(int stepsPerSecond)
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{
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fStepSize = 1.0f / (float)stepsPerSecond;
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}
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int plSimulationMgr::GetStepsPerSecond()
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{
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return (int)((1.0 / fStepSize) + 0.5f); // round to nearest int
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}
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int plSimulationMgr::GetMaterialIdx(NxScene* scene, float friction, float restitution)
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{
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if (friction == 0.5f && restitution == 0.5f)
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@ -115,20 +115,6 @@ protected:
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plSimulationMgr();
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virtual ~plSimulationMgr();
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// Set the maximum amount of time (in seconds) that the physics will advance
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// between frames. If a frame-to-frame delta is bigger than this, we'll
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// clamp it to this value.
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// WARNING: animation doesn't do this, so if we clamp the time animated
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// physicals and the avatar may move at a faster rate than usual.
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void SetMaxDelta(float maxDelta);
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float GetMaxDelta() const;
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// Set the number of steps per second that physics will advance.
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// The more steps per second, the less fallthough and more accurate
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// simulation response.
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void SetStepsPerSecond(int stepsPerSecond);
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int GetStepsPerSecond();
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// Walk through the synchronization requests and send them as appropriate.
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void IProcessSynchs();
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@ -151,9 +137,6 @@ protected:
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// but nothing will move.
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bool fSuspended;
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float fMaxDelta;
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float fStepSize;
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// A utility class to keep track of a request for a physical synchronization.
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// These requests must pass a certain criteria (see the code for the latest)
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// before they are actually either sent over the network or rejected.
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