blender/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
Benoit Bolsee 672492f563 BGE: New function GameLogic.setMaxLogicFrame() to allow better control over the time spent on logic.
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().
2009-05-01 16:35:06 +00:00

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6.6 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h> // memset
#include "SumoPhysicsEnvironment.h"
#include "PHY_IMotionState.h"
#include "SumoPhysicsController.h"
#include "SM_Scene.h"
#include "SumoPHYCallbackBridge.h"
#include <SOLID/SOLID.h>
SumoPhysicsEnvironment::SumoPhysicsEnvironment()
{
m_fixedTimeStep = 1.f/60.f;
m_useFixedTimeStep = true;
m_currentTime = 0.f;
m_sumoScene = new SM_Scene();
}
SumoPhysicsEnvironment::~SumoPhysicsEnvironment()
{
delete m_sumoScene;
}
void SumoPhysicsEnvironment::beginFrame()
{
m_sumoScene->beginFrame();
}
void SumoPhysicsEnvironment::endFrame()
{
m_sumoScene->endFrame();
}
void SumoPhysicsEnvironment::setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)
{
m_useFixedTimeStep = useFixedTimeStep;
if (m_useFixedTimeStep)
{
m_fixedTimeStep = fixedTimeStep;
} else
{
m_fixedTimeStep = 0.f;
}
//reset current time ?
m_currentTime = 0.f;
}
float SumoPhysicsEnvironment::getFixedTimeStep()
{
return m_fixedTimeStep;
}
bool SumoPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval)
{
bool result = false;
if (m_useFixedTimeStep)
{
m_currentTime += timeStep;
float ticrate = 1.f/m_fixedTimeStep;
result = m_sumoScene->proceed(curTime, ticrate);
} else
{
m_currentTime += timeStep;
result = m_sumoScene->proceed(m_currentTime, timeStep);
}
return result;
}
void SumoPhysicsEnvironment::setGravity(float x,float y,float z)
{
m_sumoScene->setForceField(MT_Vector3(x,y,z));
}
int SumoPhysicsEnvironment::createConstraint(
class PHY_IPhysicsController* ctrl,
class PHY_IPhysicsController* ctrl2,
PHY_ConstraintType type,
float pivotX,float pivotY,float pivotZ,
float axisX,float axisY,float axisZ,
float axis1X,float axis1Y,float axis1Z,
float axis2X,float axis2Y,float axis2Z,
int flag
)
{
int constraintid = 0;
return constraintid;
}
void SumoPhysicsEnvironment::removeConstraint(int constraintid)
{
if (constraintid)
{
}
}
PHY_IPhysicsController* SumoPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallback &filterCallback,
float fromX,float fromY,float fromZ,
float toX,float toY,float toZ)
{
SumoPhysicsController* ignoreCtr = static_cast<SumoPhysicsController*> (filterCallback.m_ignoreController);
//collision detection / raytesting
MT_Point3 hit, normal;
PHY_RayCastResult result;
SM_Object* sm_ignore = 0;
if (ignoreCtr)
sm_ignore = ignoreCtr->GetSumoObject();
memset(&result, 0, sizeof(result));
SM_Object* smOb = m_sumoScene->rayTest(sm_ignore,MT_Point3(fromX, fromY, fromZ),MT_Point3(toX, toY, toZ), hit, normal);
if (smOb)
{
result.m_controller = (PHY_IPhysicsController *) smOb->getPhysicsClientObject();
result.m_hitPoint[0] = hit[0];
result.m_hitPoint[1] = hit[1];
result.m_hitPoint[2] = hit[2];
result.m_hitNormal[0] = normal[0];
result.m_hitNormal[1] = normal[1];
result.m_hitNormal[2] = normal[2];
filterCallback.reportHit(&result);
}
return result.m_controller;
}
//gamelogic callbacks
void SumoPhysicsEnvironment::addSensor(PHY_IPhysicsController* ctrl)
{
SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
SM_Object* smObject = smctrl->GetSumoObject();
assert(smObject);
if (smObject)
{
m_sumoScene->addSensor(*smObject);
}
}
void SumoPhysicsEnvironment::removeSensor(PHY_IPhysicsController* ctrl)
{
SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
SM_Object* smObject = smctrl->GetSumoObject();
assert(smObject);
if (smObject)
{
m_sumoScene->remove(*smObject);
}
}
void SumoPhysicsEnvironment::addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user)
{
int sumoRespClass = 0;
//map PHY_ convention into SM_ convention
switch (response_class)
{
case PHY_FH_RESPONSE:
sumoRespClass = FH_RESPONSE;
break;
case PHY_SENSOR_RESPONSE:
sumoRespClass = SENSOR_RESPONSE;
break;
case PHY_CAMERA_RESPONSE:
sumoRespClass =CAMERA_RESPONSE;
break;
case PHY_OBJECT_RESPONSE:
sumoRespClass = OBJECT_RESPONSE;
break;
case PHY_STATIC_RESPONSE:
sumoRespClass = PHY_STATIC_RESPONSE;
break;
case PHY_BROADPH_RESPONSE:
return;
default:
assert(0);
return;
}
SumoPHYCallbackBridge* bridge = new SumoPHYCallbackBridge(user,callback);
m_sumoScene->addTouchCallback(sumoRespClass,SumoPHYCallbackBridge::StaticSolidToPHYCallback,bridge);
}
void SumoPhysicsEnvironment::requestCollisionCallback(PHY_IPhysicsController* ctrl)
{
SumoPhysicsController* smctrl = dynamic_cast<SumoPhysicsController*>(ctrl);
MT_assert(smctrl);
SM_Object* smObject = smctrl->GetSumoObject();
MT_assert(smObject);
if (smObject)
{
//assert(smObject->getPhysicsClientObject() == ctrl);
smObject->setPhysicsClientObject(ctrl);
m_sumoScene->requestCollisionCallback(*smObject);
}
}
void SumoPhysicsEnvironment::removeCollisionCallback(PHY_IPhysicsController* ctrl)
{
// intentionally empty
}
PHY_IPhysicsController* SumoPhysicsEnvironment::CreateSphereController(float radius,const PHY__Vector3& position)
{
DT_ShapeHandle shape = DT_NewSphere(0.0);
SM_Object* ob = new SM_Object(shape,0,0,0);
ob->setPosition(MT_Point3(position));
//testing
MT_Quaternion rotquatje(MT_Vector3(0,0,1),MT_radians(90));
ob->setOrientation(rotquatje);
PHY_IPhysicsController* ctrl = new SumoPhysicsController(m_sumoScene,ob,0,false);
ctrl->SetMargin(radius);
return ctrl;
}
PHY_IPhysicsController* SumoPhysicsEnvironment::CreateConeController(float coneradius,float coneheight)
{
DT_ShapeHandle shape = DT_NewCone(coneradius,coneheight);
SM_Object* ob = new SM_Object(shape,0,0,0);
ob->setPosition(MT_Point3(0.f,0.f,0.f));
MT_Quaternion rotquatje(MT_Vector3(0,0,1),MT_radians(90));
ob->setOrientation(rotquatje);
PHY_IPhysicsController* ctrl = new SumoPhysicsController(m_sumoScene,ob,0,false);
return ctrl;
}