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@ -390,8 +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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@ -450,16 +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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@ -602,12 +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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@ -771,26 +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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