This function sets the maximum number of logic frame executed per render frame. Valid values: 1..5 This function is useful to control the amount of processing consumed by logic. By default, up to 5 logic frames can be executed per render frame. This is fine as long as the time spent on logic is negligible compared to the render time. If it's not the case, the default value will drag the performance of the game down by executing unnecessary logic frames that take up most of the CPU time. You can avoid that by lowering the value with this function. The drawback is less precision in the logic system to physics and I/O activity. Note that it does not affect the physics system: physics will still run at full frame rate (actually up to 5 times the ticrate). You can further control the render frame rate with GameLogic.setLogicTicRate().
117 lines
2.6 KiB
C++
117 lines
2.6 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "DummyPhysicsEnvironment.h"
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#include "PHY_IMotionState.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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DummyPhysicsEnvironment::DummyPhysicsEnvironment()
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{
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// create physicsengine data
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}
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DummyPhysicsEnvironment::~DummyPhysicsEnvironment()
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{
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//destroy physicsengine data
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}
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void DummyPhysicsEnvironment::beginFrame()
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{
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// beginning of logic frame: apply forces
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}
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void DummyPhysicsEnvironment::endFrame()
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{
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// end of logic frame: clear forces
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}
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bool DummyPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval)
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{
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//step physics simulation, typically perform
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//collision detection
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//solve constraints
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//integrate solution
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// return true if an update was done.
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return true;
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}
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void DummyPhysicsEnvironment::setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)
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{
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}
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float DummyPhysicsEnvironment::getFixedTimeStep()
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{
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return 0.f;
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}
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void DummyPhysicsEnvironment::setGravity(float x,float y,float z)
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{
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}
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int DummyPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
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float pivotX,float pivotY,float pivotZ,float axisX,float axisY,float axisZ,
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float axis1X,float axis1Y,float axis1Z,
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float axis2X,float axis2Y,float axis2Z,int flag
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)
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{
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int constraintid = 0;
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return constraintid;
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}
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void DummyPhysicsEnvironment::removeConstraint(int constraintid)
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{
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if (constraintid)
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{
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}
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}
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PHY_IPhysicsController* DummyPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,float fromX,float fromY,float fromZ, float toX,float toY,float toZ)
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{
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//collision detection / raytesting
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return NULL;
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}
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