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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-24 00:53:47 +00:00
Integrates components into the update and render loop.
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commit
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3 changed files with 46 additions and 1 deletions
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@ -27,6 +27,9 @@
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#include "platform/profiler.h"
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#include "console/consoleTypes.h"
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#include "T3D/Components/coreInterfaces.h"
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#include "T3D/Components/Component.h"
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//----------------------------------------------------------------------------
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ProcessObject::ProcessObject()
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@ -268,6 +271,11 @@ void ProcessList::advanceObjects()
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onTickObject(pobj);
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}
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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UpdateInterface::all[i]->processTick();
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}
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mTotalTicks++;
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PROFILE_END();
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@ -36,6 +36,8 @@
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/gameBase/std/stdMoveList.h"
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#include "T3D/fx/cameraFXMgr.h"
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#include "T3D/Components/coreInterfaces.h"
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#include "T3D/Components/Component.h"
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MODULE_BEGIN( ProcessList )
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@ -132,6 +134,16 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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obj = obj->mProcessLink.next;
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}
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
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if (!comp->isClientObject() || !comp->isActive())
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continue;
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UpdateInterface::all[i]->interpolateTick(mLastDelta);
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}
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// Inform objects of total elapsed delta so they can advance
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// client side animations.
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F32 dt = F32(timeDelta) / 1000;
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@ -146,6 +158,19 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
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obj = obj->mProcessLink.next;
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}
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for (U32 i = 0; i < UpdateInterface::all.size(); i++)
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{
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Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
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if (comp)
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{
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if (!comp->isClientObject() || !comp->isActive())
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continue;
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}
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UpdateInterface::all[i]->advanceTime(dt);
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}
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return ret;
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}
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@ -26,7 +26,8 @@
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#include "renderInstance/renderPassManager.h"
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#include "math/util/matrixSet.h"
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#include "T3D/Components/render/renderComponentInterface.h"
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#include "T3D/Components/Component.h"
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//-----------------------------------------------------------------------------
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@ -104,6 +105,17 @@ void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
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SceneObject* object = objects[ i ];
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object->prepRenderImage( this );
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}
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U32 interfaceCount = RenderComponentInterface::all.size();
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for (U32 i = 0; i < RenderComponentInterface::all.size(); i++)
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{
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Component* comp = dynamic_cast<Component*>(RenderComponentInterface::all[i]);
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if (comp->isClientObject() && comp->isActive())
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{
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RenderComponentInterface::all[i]->prepRenderImage(this);
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}
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}
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PROFILE_END();
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// Render what the objects have batched.
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