Integrates components into the update and render loop.

This commit is contained in:
Areloch 2016-05-14 12:40:13 -05:00
parent fa78a2f354
commit b3b50abd9b
3 changed files with 46 additions and 1 deletions

View file

@ -27,6 +27,9 @@
#include "platform/profiler.h"
#include "console/consoleTypes.h"
#include "T3D/Components/coreInterfaces.h"
#include "T3D/Components/Component.h"
//----------------------------------------------------------------------------
ProcessObject::ProcessObject()
@ -268,6 +271,11 @@ void ProcessList::advanceObjects()
onTickObject(pobj);
}
for (U32 i = 0; i < UpdateInterface::all.size(); i++)
{
UpdateInterface::all[i]->processTick();
}
mTotalTicks++;
PROFILE_END();

View file

@ -36,6 +36,8 @@
#include "T3D/gameBase/gameConnection.h"
#include "T3D/gameBase/std/stdMoveList.h"
#include "T3D/fx/cameraFXMgr.h"
#include "T3D/Components/coreInterfaces.h"
#include "T3D/Components/Component.h"
MODULE_BEGIN( ProcessList )
@ -132,6 +134,16 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
obj = obj->mProcessLink.next;
}
for (U32 i = 0; i < UpdateInterface::all.size(); i++)
{
Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
if (!comp->isClientObject() || !comp->isActive())
continue;
UpdateInterface::all[i]->interpolateTick(mLastDelta);
}
// Inform objects of total elapsed delta so they can advance
// client side animations.
F32 dt = F32(timeDelta) / 1000;
@ -146,6 +158,19 @@ bool StdClientProcessList::advanceTime( SimTime timeDelta )
obj = obj->mProcessLink.next;
}
for (U32 i = 0; i < UpdateInterface::all.size(); i++)
{
Component *comp = dynamic_cast<Component*>(UpdateInterface::all[i]);
if (comp)
{
if (!comp->isClientObject() || !comp->isActive())
continue;
}
UpdateInterface::all[i]->advanceTime(dt);
}
return ret;
}

View file

@ -26,7 +26,8 @@
#include "renderInstance/renderPassManager.h"
#include "math/util/matrixSet.h"
#include "T3D/Components/render/renderComponentInterface.h"
#include "T3D/Components/Component.h"
//-----------------------------------------------------------------------------
@ -104,6 +105,17 @@ void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
SceneObject* object = objects[ i ];
object->prepRenderImage( this );
}
U32 interfaceCount = RenderComponentInterface::all.size();
for (U32 i = 0; i < RenderComponentInterface::all.size(); i++)
{
Component* comp = dynamic_cast<Component*>(RenderComponentInterface::all[i]);
if (comp->isClientObject() && comp->isActive())
{
RenderComponentInterface::all[i]->prepRenderImage(this);
}
}
PROFILE_END();
// Render what the objects have batched.