Physics timing

This commit is contained in:
rextimmy 2017-01-04 19:40:22 +10:00
parent 8a39f5e7b6
commit 714362fc60
5 changed files with 13 additions and 23 deletions

View file

@ -123,8 +123,8 @@ void BtWorld::tickPhysics( U32 elapsedMs )
// Convert it to seconds.
const F32 elapsedSec = (F32)elapsedMs * 0.001f;
// Simulate... it is recommended to always use Bullet's default fixed timestep/
mDynamicsWorld->stepSimulation( elapsedSec * mEditorTimeScale );
// Simulate
mDynamicsWorld->stepSimulation( elapsedSec * mEditorTimeScale, smPhysicsMaxSubSteps, smPhysicsStepTime);
mIsSimulating = true;

View file

@ -23,6 +23,9 @@
#include "platform/platform.h"
#include "T3D/physics/physicsWorld.h"
//Physics timing
F32 PhysicsWorld::smPhysicsStepTime = 1.0f / 60.f; //default 60fps
U32 PhysicsWorld::smPhysicsMaxSubSteps = 4;
PhysicsWorld::PhysicsWorld()
: mGravity( 0, 0, -20.0f ) // NOTE: This matches the gravity used for player objects.

View file

@ -111,6 +111,10 @@ public:
virtual PhysicsBody* castRay( const Point3F &start, const Point3F &end, U32 bodyTypes = BT_All ) = 0;
virtual void explosion( const Point3F &pos, F32 radius, F32 forceMagnitude ) = 0;
/// Physics timing
static F32 smPhysicsStepTime;
static U32 smPhysicsMaxSubSteps;
};

View file

@ -50,9 +50,6 @@ physx::PxDefaultCpuDispatcher* Px3World::smCpuDispatcher=NULL;
Px3ConsoleStream* Px3World::smErrorCallback = NULL;
physx::PxVisualDebuggerConnection* Px3World::smPvdConnection=NULL;
physx::PxDefaultAllocator Px3World::smMemoryAlloc;
//Physics timing
F32 Px3World::smPhysicsStepTime = 1.0f/(F32)TickMs;
U32 Px3World::smPhysicsMaxIterations = 4;
Px3World::Px3World(): mScene( NULL ),
mProcessList( NULL ),
@ -76,12 +73,6 @@ physx::PxCooking *Px3World::getCooking()
return smCooking;
}
void Px3World::setTiming(F32 stepTime,U32 maxIterations)
{
smPhysicsStepTime = stepTime;
smPhysicsMaxIterations = maxIterations;
}
bool Px3World::restartSDK( bool destroyOnly, Px3World *clientWorld, Px3World *serverWorld)
{
// If either the client or the server still exist
@ -246,20 +237,20 @@ bool Px3World::initWorld( bool isServer, ProcessList *processList )
// Most of this borrowed from bullet physics library, see btDiscreteDynamicsWorld.cpp
bool Px3World::_simulate(const F32 dt)
{
int numSimulationSubSteps = 0;
S32 numSimulationSubSteps = 0;
//fixed timestep with interpolation
mAccumulator += dt;
if (mAccumulator >= smPhysicsStepTime)
{
numSimulationSubSteps = int(mAccumulator / smPhysicsStepTime);
numSimulationSubSteps = S32(mAccumulator / smPhysicsStepTime);
mAccumulator -= numSimulationSubSteps * smPhysicsStepTime;
}
if (numSimulationSubSteps)
{
//clamp the number of substeps, to prevent simulation grinding spiralling down to a halt
int clampedSimulationSteps = (numSimulationSubSteps > smPhysicsMaxIterations)? smPhysicsMaxIterations : numSimulationSubSteps;
S32 clampedSimulationSteps = (numSimulationSubSteps > smPhysicsMaxSubSteps)? smPhysicsMaxSubSteps : numSimulationSubSteps;
for (int i=0;i<clampedSimulationSteps;i++)
for (S32 i=0;i<clampedSimulationSteps;i++)
{
mScene->fetchResults(true);
mScene->simulate(smPhysicsStepTime);
@ -618,8 +609,3 @@ void Px3World::onDebugDraw( const SceneRenderState *state )
}
}
//set simulation timing via script
DefineEngineFunction( physx3SetSimulationTiming, void, ( F32 stepTime, U32 maxSteps ),, "Set simulation timing of the PhysX 3 plugin" )
{
Px3World::setTiming(stepTime,maxSteps);
}

View file

@ -69,8 +69,6 @@ protected:
static physx::PxProfileZoneManager* smProfileZoneManager;
static physx::PxDefaultCpuDispatcher* smCpuDispatcher;
static physx::PxVisualDebuggerConnection* smPvdConnection;
static F32 smPhysicsStepTime;
static U32 smPhysicsMaxIterations;
F32 mAccumulator;
bool _simulate(const F32 dt);
@ -103,7 +101,6 @@ public:
static bool restartSDK( bool destroyOnly = false, Px3World *clientWorld = NULL, Px3World *serverWorld = NULL );
static void releaseWriteLocks();
static physx::PxCooking *getCooking();
static void setTiming(F32 stepTime,U32 maxIterations);
static void lockScenes();
static void unlockScenes();
};