mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-14 02:27:40 -04:00
@ -347,8 +347,6 @@ plSimulationMgr* plSimulationMgr::GetInstance()
|
||||
|
||||
plSimulationMgr::plSimulationMgr()
|
||||
: fSuspended(true)
|
||||
, fMaxDelta(kDefaultMaxDelta)
|
||||
, fStepSize(kDefaultStepSize)
|
||||
, fAccumulator(0.0f)
|
||||
, fStepCount(0)
|
||||
, fLOSDispatch(TRACKED_NEW plLOSDispatch())
|
||||
@ -422,16 +420,20 @@ NxScene* plSimulationMgr::GetScene(plKey world)
|
||||
|
||||
if (!scene)
|
||||
{
|
||||
UInt32 maxSteps = (UInt32)hsCeil(fMaxDelta / fStepSize);
|
||||
|
||||
NxSceneDesc sceneDesc;
|
||||
sceneDesc.gravity.set(0, 0, -32.174049f);
|
||||
sceneDesc.userTriggerReport = &gSensorReport;
|
||||
sceneDesc.userContactReport = &gContactReport;
|
||||
sceneDesc.maxTimestep = fStepSize;
|
||||
sceneDesc.maxIter = maxSteps;
|
||||
scene = fSDK->createScene(sceneDesc);
|
||||
|
||||
// See "Advancing The Simulation State" in the PhysX SDK Documentation
|
||||
// This will cause PhysX to only update for our step size. If we call simulate
|
||||
// faster than that, PhysX will return immediately. If we call it slower than that,
|
||||
// PhysX will do some extra steps for us (isn't that nice?).
|
||||
// Anyway, this should be a good way to make us independent of the framerate.
|
||||
// If not, I blame the usual suspects
|
||||
scene->setTiming(kDefaultStepSize);
|
||||
|
||||
// Most physicals use the default friction and restitution values, so we
|
||||
// make them the default.
|
||||
NxMaterial* mat = scene->getMaterialFromIndex(0);
|
||||
@ -605,25 +607,25 @@ void plSimulationMgr::Advance(float delSecs)
|
||||
return;
|
||||
|
||||
fAccumulator += delSecs;
|
||||
if (fAccumulator < fStepSize)
|
||||
if (fAccumulator < kDefaultStepSize)
|
||||
{
|
||||
// Not enough time has passed to perform a substep.
|
||||
plPXPhysicalControllerCore::UpdateNonPhysical(fAccumulator / fStepSize);
|
||||
plPXPhysicalControllerCore::UpdateNonPhysical(fAccumulator / kDefaultStepSize);
|
||||
return;
|
||||
}
|
||||
else if (fAccumulator > fMaxDelta)
|
||||
else if (fAccumulator > kDefaultMaxDelta)
|
||||
{
|
||||
if (fExtraProfile)
|
||||
Log("Step clamped from %f to limit of %f", fAccumulator, fMaxDelta);
|
||||
fAccumulator = fMaxDelta;
|
||||
Log("Step clamped from %f to limit of %f", fAccumulator, kDefaultMaxDelta);
|
||||
fAccumulator = kDefaultMaxDelta;
|
||||
}
|
||||
|
||||
++fStepCount;
|
||||
|
||||
// Perform as many whole substeps as possible saving the remainder in our accumulator.
|
||||
int numSubSteps = (int)(fAccumulator / fStepSize + 0.000001f);
|
||||
float delta = numSubSteps * fStepSize;
|
||||
fAccumulator -= delta;
|
||||
// Perform as many whole substeps as possible saving the remainder in our accumulator.
|
||||
int numSubSteps = (int)(fAccumulator / kDefaultStepSize + 0.000001f);
|
||||
float delta = numSubSteps * kDefaultStepSize;
|
||||
fAccumulator -= delta;
|
||||
|
||||
plProfile_IncCount(StepLen, (int)(delta*1000));
|
||||
plProfile_BeginTiming(Step);
|
||||
@ -649,7 +651,7 @@ void plSimulationMgr::Advance(float delSecs)
|
||||
}
|
||||
}
|
||||
|
||||
plPXPhysicalControllerCore::Update(numSubSteps, fAccumulator / fStepSize);
|
||||
plPXPhysicalControllerCore::Update(numSubSteps, fAccumulator / kDefaultStepSize);
|
||||
|
||||
//sending off and clearing the Collision Messages generated by scene->simulate
|
||||
IDispatchCollisionMessages();
|
||||
@ -773,26 +775,6 @@ void plSimulationMgr::ISendUpdates()
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
|
||||
void plSimulationMgr::SetMaxDelta(float maxDelta)
|
||||
{
|
||||
fMaxDelta = maxDelta;
|
||||
}
|
||||
|
||||
float plSimulationMgr::GetMaxDelta() const
|
||||
{
|
||||
return fMaxDelta;
|
||||
}
|
||||
|
||||
void plSimulationMgr::SetStepsPerSecond(int stepsPerSecond)
|
||||
{
|
||||
fStepSize = 1.0f / (float)stepsPerSecond;
|
||||
}
|
||||
|
||||
int plSimulationMgr::GetStepsPerSecond()
|
||||
{
|
||||
return (int)((1.0 / fStepSize) + 0.5f); // round to nearest int
|
||||
}
|
||||
|
||||
int plSimulationMgr::GetMaterialIdx(NxScene* scene, hsScalar friction, hsScalar restitution)
|
||||
{
|
||||
if (friction == 0.5f && restitution == 0.5f)
|
||||
|
@ -115,20 +115,6 @@ protected:
|
||||
plSimulationMgr();
|
||||
virtual ~plSimulationMgr();
|
||||
|
||||
// Set the maximum amount of time (in seconds) that the physics will advance
|
||||
// between frames. If a frame-to-frame delta is bigger than this, we'll
|
||||
// clamp it to this value.
|
||||
// WARNING: animation doesn't do this, so if we clamp the time animated
|
||||
// physicals and the avatar may move at a faster rate than usual.
|
||||
void SetMaxDelta(float maxDelta);
|
||||
float GetMaxDelta() const;
|
||||
|
||||
// Set the number of steps per second that physics will advance.
|
||||
// The more steps per second, the less fallthough and more accurate
|
||||
// simulation response.
|
||||
void SetStepsPerSecond(int stepsPerSecond);
|
||||
int GetStepsPerSecond();
|
||||
|
||||
// Walk through the synchronization requests and send them as appropriate.
|
||||
void IProcessSynchs();
|
||||
|
||||
@ -157,10 +143,7 @@ protected:
|
||||
// but nothing will move.
|
||||
bool fSuspended;
|
||||
|
||||
float fMaxDelta;
|
||||
float fStepSize;
|
||||
float fAccumulator;
|
||||
|
||||
UInt32 fStepCount;
|
||||
|
||||
// A utility class to keep track of a request for a physical synchronization.
|
||||
|
Reference in New Issue
Block a user