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This code was never run and is an outdated copy from the code above.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.
This commit is contained in:
Ines Almeida 2014-06-12 11:54:23 +01:00
parent e0187ec0c3
commit cfec320f1e

@ -741,65 +741,6 @@ bool KX_KetsjiEngine::NextFrame()
frames--;
}
bool bUseAsyncLogicBricks= false;//true;
if (bUseAsyncLogicBricks)
{
// Logic update sub frame: this will let some logic bricks run at the
// full frame rate.
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
// for each scene, call the proceed functions
{
KX_Scene* scene = *sceneit;
if (!scene->IsSuspended())
{
// if the scene was suspended recalcutlate the delta tu "curtime"
m_suspendedtime = scene->getSuspendedTime();
if (scene->getSuspendedTime()!=0.0)
scene->setSuspendedDelta(scene->getSuspendedDelta()+m_clockTime-scene->getSuspendedTime());
m_suspendeddelta = scene->getSuspendedDelta();
// set Python hooks for each scene
#ifdef WITH_PYTHON
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
#endif
KX_SetActiveScene(scene);
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS1);
scene->UpdateParents(m_clockTime);
// Perform physics calculations on the scene. This can involve
// many iterations of the physics solver.
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
scene->GetPhysicsEnvironment()->ProceedDeltaTime(m_clockTime,timestep,timestep);
// Update scenegraph after physics step. This maps physics calculations
// into node positions.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2);
scene->UpdateParents(m_clockTime);
// Do some cleanup work for this logic frame
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
scene->LogicUpdateFrame(m_clockTime, false);
// Actuators can affect the scenegraph
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ACTUATOR);
scene->UpdateParents(m_clockTime);
scene->setSuspendedTime(0.0);
} // suspended
else
if (scene->getSuspendedTime()==0.0)
scene->setSuspendedTime(m_clockTime);
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(), true);
}
}
// Handle the animations independently of the logic time step
if (GetRestrictAnimationFPS())
{