forked from bartvdbraak/blender
BGE cleanup: removing unused async logic bricks
This code was never run and is an outdated copy from the code above. If someday this is needed again, it is better to start clean.
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@ -741,65 +741,6 @@ bool KX_KetsjiEngine::NextFrame()
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frames--;
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}
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bool bUseAsyncLogicBricks= false;//true;
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if (bUseAsyncLogicBricks)
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{
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// Logic update sub frame: this will let some logic bricks run at the
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// full frame rate.
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for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
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// for each scene, call the proceed functions
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{
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KX_Scene* scene = *sceneit;
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if (!scene->IsSuspended())
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{
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// if the scene was suspended recalcutlate the delta tu "curtime"
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m_suspendedtime = scene->getSuspendedTime();
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if (scene->getSuspendedTime()!=0.0)
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scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
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m_suspendeddelta = scene->getSuspendedDelta();
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// set Python hooks for each scene
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#ifdef WITH_PYTHON
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PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
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#endif
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KX_SetActiveScene(scene);
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m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
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SG_SetActiveStage(SG_STAGE_PHYSICS1);
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scene->UpdateParents(m_clockTime);
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// Perform physics calculations on the scene. This can involve
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// many iterations of the physics solver.
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m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
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scene->GetPhysicsEnvironment()->ProceedDeltaTime(m_clockTime,timestep,timestep);
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// Update scenegraph after physics step. This maps physics calculations
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// into node positions.
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m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
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SG_SetActiveStage(SG_STAGE_PHYSICS2);
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scene->UpdateParents(m_clockTime);
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// Do some cleanup work for this logic frame
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m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
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scene->LogicUpdateFrame(m_clockTime, false);
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// Actuators can affect the scenegraph
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m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
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SG_SetActiveStage(SG_STAGE_ACTUATOR);
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scene->UpdateParents(m_clockTime);
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scene->setSuspendedTime(0.0);
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} // suspended
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else
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if (scene->getSuspendedTime()==0.0)
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scene->setSuspendedTime(m_clockTime);
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m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
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}
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}
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// Handle the animations independently of the logic time step
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if (GetRestrictAnimationFPS())
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{
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