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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-01 20:35:06 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-01 20:35:06 +0400
commit672492f563e148dc608965c5d0011413fbfae0eb (patch)
tree57aa0b79b8de32cef7ce3dee32e6013045e30d76
parent1c6cd47f2b93ba05c54f82c9363f269c71e28cda (diff)
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().
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp31
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.h9
-rw-r--r--source/gameengine/Ketsji/KX_PythonInit.cpp17
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp2
-rw-r--r--source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h2
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp129
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h2
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp2
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h2
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp2
-rw-r--r--source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h2
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h2
-rw-r--r--source/gameengine/PyDoc/GameLogic.py17
13 files changed, 135 insertions, 84 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 764c3c2dfec..d6747bd1ba4 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -97,6 +97,7 @@ const char KX_KetsjiEngine::m_profileLabels[tc_numCategories][15] = {
};
double KX_KetsjiEngine::m_ticrate = DEFAULT_LOGIC_TIC_RATE;
+int KX_KetsjiEngine::m_maxLogicFrame = 5;
double KX_KetsjiEngine::m_anim_framerate = 25.0;
double KX_KetsjiEngine::m_suspendedtime = 0.0;
double KX_KetsjiEngine::m_suspendeddelta = 0.0;
@@ -399,6 +400,7 @@ void KX_KetsjiEngine::StartEngine(bool clearIpo)
m_firstframe = true;
m_bInitialized = true;
m_ticrate = DEFAULT_LOGIC_TIC_RATE;
+ m_maxLogicFrame = 5;
if (m_game2ipo)
{
@@ -511,7 +513,8 @@ void KX_KetsjiEngine::EndFrame()
bool KX_KetsjiEngine::NextFrame()
{
-
+ double timestep = 1.0/m_ticrate;
+ double framestep = timestep;
// static hidden::Clock sClock;
m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(),true);
@@ -520,7 +523,7 @@ m_logger->StartLog(tc_services, m_kxsystem->GetTimeInSeconds(),true);
//sClock.reset();
if (m_bFixedTime)
- m_clockTime += 1./m_ticrate;
+ m_clockTime += timestep;
else
{
@@ -554,18 +557,24 @@ else
{
// printf("framedOut: %d\n",frames);
- m_frameTime+=(frames-frameOut)*(1.0/m_ticrate);
+ m_frameTime+=(frames-frameOut)*timestep;
frames = frameOut;
}
bool doRender = frames>0;
+ if (frames > m_maxLogicFrame)
+ {
+ framestep = (frames*timestep)/m_maxLogicFrame;
+ frames = m_maxLogicFrame;
+ }
+
while (frames)
{
- m_frameTime += 1.0/m_ticrate;
+ m_frameTime += framestep;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
// for each scene, call the proceed functions
@@ -644,7 +653,7 @@ else
// Perform physics calculations on the scene. This can involve
// many iterations of the physics solver.
- scene->GetPhysicsEnvironment()->proceedDeltaTime(m_frameTime,1.0/m_ticrate);//m_deltatimerealDeltaTime);
+ scene->GetPhysicsEnvironment()->proceedDeltaTime(m_frameTime,timestep,framestep);//m_deltatimerealDeltaTime);
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2_UPDATE);
@@ -717,7 +726,7 @@ else
// 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,0.f);
+ 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);
@@ -1729,6 +1738,16 @@ void KX_KetsjiEngine::SetTicRate(double ticrate)
m_ticrate = ticrate;
}
+int KX_KetsjiEngine::GetMaxLogicFrame()
+{
+ return m_maxLogicFrame;
+}
+
+void KX_KetsjiEngine::SetMaxLogicFrame(int frame)
+{
+ m_maxLogicFrame = frame;
+}
+
double KX_KetsjiEngine::GetAnimFrameRate()
{
return m_anim_framerate;
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h
index a8ccd6100d7..791c5d24daa 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.h
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h
@@ -103,6 +103,7 @@ private:
double m_previousClockTime;//previous clock time
double m_remainingTime;
+ static int m_maxLogicFrame; /* maximum number of consecutive logic frame */
static double m_ticrate;
static double m_anim_framerate; /* for animation playback only - ipo and action */
@@ -283,6 +284,14 @@ public:
* Sets the number of logic updates per second.
*/
static void SetTicRate(double ticrate);
+ /**
+ * Gets the maximum number of logic frame before render frame
+ */
+ static int KX_KetsjiEngine::GetMaxLogicFrame();
+ /**
+ * Sets the maximum number of logic frame before render frame
+ */
+ static void KX_KetsjiEngine::SetMaxLogicFrame(int frame);
/**
* Gets the framerate for playing animations. (actions and ipos)
diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp
index d774d8ed5f8..01c1382a6d1 100644
--- a/source/gameengine/Ketsji/KX_PythonInit.cpp
+++ b/source/gameengine/Ketsji/KX_PythonInit.cpp
@@ -288,6 +288,21 @@ static PyObject* gPyGetLogicTicRate(PyObject*)
return PyFloat_FromDouble(KX_KetsjiEngine::GetTicRate());
}
+static PyObject* gPySetMaxLogicFrame(PyObject*, PyObject* args)
+{
+ int frame;
+ if (!PyArg_ParseTuple(args, "i:setMaxLogicFrame", &frame))
+ return NULL;
+
+ KX_KetsjiEngine::SetMaxLogicFrame(frame);
+ Py_RETURN_NONE;
+}
+
+static PyObject* gPyGetMaxLogicFrame(PyObject*)
+{
+ return PyInt_FromLong(KX_KetsjiEngine::GetMaxLogicFrame());
+}
+
static PyObject* gPySetPhysicsTicRate(PyObject*, PyObject* args)
{
float ticrate;
@@ -479,6 +494,8 @@ static struct PyMethodDef game_methods[] = {
{"setGravity",(PyCFunction) gPySetGravity, METH_O, (PY_METHODCHAR)"set Gravitation"},
{"getSpectrum",(PyCFunction) gPyGetSpectrum, METH_NOARGS, (PY_METHODCHAR)"get audio spectrum"},
{"stopDSP",(PyCFunction) gPyStopDSP, METH_VARARGS, (PY_METHODCHAR)"stop using the audio dsp (for performance reasons)"},
+ {"getMaxLogicFrame", (PyCFunction) gPyGetMaxLogicFrame, METH_NOARGS, (PY_METHODCHAR)"Gets the max number of logic frame per render frame"},
+ {"setMaxLogicFrame", (PyCFunction) gPySetMaxLogicFrame, METH_VARARGS, (PY_METHODCHAR)"Sets the max number of logic frame per render frame"},
{"getLogicTicRate", (PyCFunction) gPyGetLogicTicRate, METH_NOARGS, (PY_METHODCHAR)"Gets the logic tic rate"},
{"setLogicTicRate", (PyCFunction) gPySetLogicTicRate, METH_VARARGS, (PY_METHODCHAR)"Sets the logic tic rate"},
{"getPhysicsTicRate", (PyCFunction) gPyGetPhysicsTicRate, METH_NOARGS, (PY_METHODCHAR)"Gets the physics tic rate"},
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
index 2e8ee31058f..54e97858b7f 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.cpp
@@ -75,7 +75,7 @@ float ODEPhysicsEnvironment::getFixedTimeStep()
-bool ODEPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep1)
+bool ODEPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep1,float interval)
{
float deltaTime = timeStep1;
diff --git a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
index 2e4709cf420..82e26e01460 100644
--- a/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
+++ b/source/gameengine/Physics/BlOde/OdePhysicsEnvironment.h
@@ -44,7 +44,7 @@ public:
// Perform an integration step of duration 'timeStep'.
- virtual bool proceedDeltaTime(double curTime,float timeStep);
+ virtual bool proceedDeltaTime(double curTime,float timeStep,float interval);
virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
virtual float getFixedTimeStep();
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index a0bf0448e3e..bcf83e25d84 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -623,7 +623,7 @@ void CcdPhysicsEnvironment::debugDrawWorld()
m_dynamicsWorld->debugDrawWorld();
}
-bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
+bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval)
{
std::set<CcdPhysicsController*>::iterator it;
int i;
@@ -633,14 +633,9 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
(*it)->SynchronizeMotionStates(timeStep);
}
- processFhSprings(curTime,timeStep);
-
float subStep = timeStep / float(m_numTimeSubSteps);
- for (i=0;i<m_numTimeSubSteps;i++)
- {
-// m_dynamicsWorld->stepSimulation(subStep,20,1./240.);//perform always a full simulation step
- m_dynamicsWorld->stepSimulation(subStep,0);//perform always a full simulation step
- }
+ i = m_dynamicsWorld->stepSimulation(interval,25,subStep);//perform always a full simulation step
+ processFhSprings(curTime,i*subStep);
for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
@@ -692,9 +687,11 @@ public:
};
-void CcdPhysicsEnvironment::processFhSprings(double curTime,float timeStep)
+void CcdPhysicsEnvironment::processFhSprings(double curTime,float interval)
{
std::set<CcdPhysicsController*>::iterator it;
+ // dynamic of Fh spring is based on a timestep of 1/60
+ int numIter = (int)(interval*60.0001f);
for (it=m_controllers.begin(); it!=m_controllers.end(); it++)
{
@@ -706,8 +703,6 @@ void CcdPhysicsEnvironment::processFhSprings(double curTime,float timeStep)
//printf("has Fh or RotFh\n");
//re-implement SM_FhObject.cpp using btCollisionWorld::rayTest and info from ctrl->getConstructionInfo()
//send a ray from {0.0, 0.0, 0.0} towards {0.0, 0.0, -10.0}, in local coordinates
-
-
CcdPhysicsController* parentCtrl = ctrl->getParentCtrl();
btRigidBody* parentBody = parentCtrl?parentCtrl->GetRigidBody() : 0;
btRigidBody* cl_object = parentBody ? parentBody : body;
@@ -754,82 +749,78 @@ void CcdPhysicsEnvironment::processFhSprings(double curTime,float timeStep)
btVector3 normal = resultCallback.m_hitNormalWorld;
normal.normalize();
-
- if (ctrl->getConstructionInfo().m_do_fh)
+ for (int i=0; i<numIter; i++)
{
- btVector3 lspot = cl_object->getCenterOfMassPosition()
- + rayDirLocal * resultCallback.m_closestHitFraction;
+ if (ctrl->getConstructionInfo().m_do_fh)
+ {
+ btVector3 lspot = cl_object->getCenterOfMassPosition()
+ + rayDirLocal * resultCallback.m_closestHitFraction;
+
+
+ lspot -= hit_object->getCenterOfMassPosition();
+ btVector3 rel_vel = cl_object->getLinearVelocity() - hit_object->getVelocityInLocalPoint(lspot);
+ btScalar rel_vel_ray = ray_dir.dot(rel_vel);
+ btScalar spring_extent = 1.0 - distance / hitObjShapeProps.m_fh_distance;
+ btScalar i_spring = spring_extent * hitObjShapeProps.m_fh_spring;
+ btScalar i_damp = rel_vel_ray * hitObjShapeProps.m_fh_damping;
+
+ cl_object->setLinearVelocity(cl_object->getLinearVelocity() + (-(i_spring + i_damp) * ray_dir));
+ if (hitObjShapeProps.m_fh_normal)
+ {
+ cl_object->setLinearVelocity(cl_object->getLinearVelocity()+(i_spring + i_damp) *(normal - normal.dot(ray_dir) * ray_dir));
+ }
+
+ btVector3 lateral = rel_vel - rel_vel_ray * ray_dir;
+
+
+ if (ctrl->getConstructionInfo().m_do_anisotropic) {
+ //Bullet basis contains no scaling/shear etc.
+ const btMatrix3x3& lcs = cl_object->getCenterOfMassTransform().getBasis();
+ btVector3 loc_lateral = lateral * lcs;
+ const btVector3& friction_scaling = cl_object->getAnisotropicFriction();
+ loc_lateral *= friction_scaling;
+ lateral = lcs * loc_lateral;
+ }
- lspot -= hit_object->getCenterOfMassPosition();
- btVector3 rel_vel = cl_object->getLinearVelocity() - hit_object->getVelocityInLocalPoint(lspot);
- btScalar rel_vel_ray = ray_dir.dot(rel_vel);
- btScalar spring_extent = 1.0 - distance / hitObjShapeProps.m_fh_distance;
-
- btScalar i_spring = spring_extent * hitObjShapeProps.m_fh_spring;
- btScalar i_damp = rel_vel_ray * hitObjShapeProps.m_fh_damping;
-
- cl_object->setLinearVelocity(cl_object->getLinearVelocity() + (-(i_spring + i_damp) * ray_dir));
- if (hitObjShapeProps.m_fh_normal)
- {
- cl_object->setLinearVelocity(cl_object->getLinearVelocity()+(i_spring + i_damp) *(normal - normal.dot(ray_dir) * ray_dir));
- }
-
- btVector3 lateral = rel_vel - rel_vel_ray * ray_dir;
-
-
- if (ctrl->getConstructionInfo().m_do_anisotropic) {
- //Bullet basis contains no scaling/shear etc.
- const btMatrix3x3& lcs = cl_object->getCenterOfMassTransform().getBasis();
- btVector3 loc_lateral = lateral * lcs;
- const btVector3& friction_scaling = cl_object->getAnisotropicFriction();
- loc_lateral *= friction_scaling;
- lateral = lcs * loc_lateral;
+ btScalar rel_vel_lateral = lateral.length();
+
+ if (rel_vel_lateral > SIMD_EPSILON) {
+ btScalar friction_factor = hit_object->getFriction();//cl_object->getFriction();
+
+ btScalar max_friction = friction_factor * btMax(btScalar(0.0), i_spring);
+
+ btScalar rel_mom_lateral = rel_vel_lateral / cl_object->getInvMass();
+
+ btVector3 friction = (rel_mom_lateral > max_friction) ?
+ -lateral * (max_friction / rel_vel_lateral) :
+ -lateral;
+
+ cl_object->applyCentralImpulse(friction);
+ }
}
- btScalar rel_vel_lateral = lateral.length();
- if (rel_vel_lateral > SIMD_EPSILON) {
- btScalar friction_factor = hit_object->getFriction();//cl_object->getFriction();
+ if (ctrl->getConstructionInfo().m_do_rot_fh) {
+ btVector3 up2 = cl_object->getWorldTransform().getBasis().getColumn(2);
- btScalar max_friction = friction_factor * btMax(btScalar(0.0), i_spring);
+ btVector3 t_spring = up2.cross(normal) * hitObjShapeProps.m_fh_spring;
+ btVector3 ang_vel = cl_object->getAngularVelocity();
- btScalar rel_mom_lateral = rel_vel_lateral / cl_object->getInvMass();
+ // only rotations that tilt relative to the normal are damped
+ ang_vel -= ang_vel.dot(normal) * normal;
- btVector3 friction = (rel_mom_lateral > max_friction) ?
- -lateral * (max_friction / rel_vel_lateral) :
- -lateral;
+ btVector3 t_damp = ang_vel * hitObjShapeProps.m_fh_damping;
- cl_object->applyCentralImpulse(friction);
+ cl_object->setAngularVelocity(cl_object->getAngularVelocity() + (t_spring - t_damp));
}
}
-
-
- if (ctrl->getConstructionInfo().m_do_rot_fh) {
- btVector3 up2 = cl_object->getWorldTransform().getBasis().getColumn(2);
-
- btVector3 t_spring = up2.cross(normal) * hitObjShapeProps.m_fh_spring;
- btVector3 ang_vel = cl_object->getAngularVelocity();
-
- // only rotations that tilt relative to the normal are damped
- ang_vel -= ang_vel.dot(normal) * normal;
-
- btVector3 t_damp = ang_vel * hitObjShapeProps.m_fh_damping;
-
- cl_object->setAngularVelocity(cl_object->getAngularVelocity() + (t_spring - t_damp));
- }
-
}
-
-
}
-
-
}
}
-
}
void CcdPhysicsEnvironment::setDebugMode(int debugMode)
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
index f861621ae37..5f9fb9511d6 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.h
@@ -114,7 +114,7 @@ protected:
virtual void beginFrame();
virtual void endFrame() {};
/// Perform an integration step of duration 'timeStep'.
- virtual bool proceedDeltaTime(double curTime,float timeStep);
+ virtual bool proceedDeltaTime(double curTime,float timeStep,float interval);
virtual void debugDrawWorld();
// virtual bool proceedDeltaTimeOneStep(float timeStep);
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
index ba196b5cf55..e41574ff181 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.cpp
@@ -57,7 +57,7 @@ void DummyPhysicsEnvironment::endFrame()
-bool DummyPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
+bool DummyPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval)
{
//step physics simulation, typically perform
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
index 4e15e6ec130..397a1ba4218 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
@@ -48,7 +48,7 @@ public:
virtual void beginFrame();
virtual void endFrame();
// Perform an integration step of duration 'timeStep'.
- virtual bool proceedDeltaTime(double curTime,float timeStep);
+ virtual bool proceedDeltaTime(double curTime,float timeStep,float interval);
virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
virtual float getFixedTimeStep();
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
index 3be5e027345..cc6d5654ec9 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.cpp
@@ -81,7 +81,7 @@ float SumoPhysicsEnvironment::getFixedTimeStep()
}
-bool SumoPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
+bool SumoPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep,float interval)
{
bool result = false;
diff --git a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
index 418a361a065..c2b443a2b38 100644
--- a/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Sumo/SumoPhysicsEnvironment.h
@@ -54,7 +54,7 @@ public:
virtual void beginFrame();
virtual void endFrame();
// Perform an integration step of duration 'timeStep'.
- virtual bool proceedDeltaTime(double curTime,float timeStep);
+ virtual bool proceedDeltaTime(double curTime,float timeStep,float interval);
virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
virtual float getFixedTimeStep();
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 9a4500c3214..a3605669f70 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -89,7 +89,7 @@ class PHY_IPhysicsEnvironment
virtual void beginFrame() = 0;
virtual void endFrame() = 0;
/// Perform an integration step of duration 'timeStep'.
- virtual bool proceedDeltaTime(double curTime,float timeStep)=0;
+ virtual bool proceedDeltaTime(double curTime,float timeStep,float interval)=0;
///draw debug lines (make sure to call this during the render phase, otherwise lines are not drawn properly)
virtual void debugDrawWorld(){}
virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)=0;
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py
index 74e7f852018..85e94e63416 100644
--- a/source/gameengine/PyDoc/GameLogic.py
+++ b/source/gameengine/PyDoc/GameLogic.py
@@ -360,6 +360,21 @@ def stopDSP():
Only the fmod sound driver supports this.
DSP can be computationally expensive.
"""
+def getMaxLogicFrame():
+ """
+ Gets the maximum number of logic frame per render frame.
+
+ @return: The maximum number of logic frame per render frame
+ @rtype: interger
+ """
+def setMaxLogicFrame(maxlogic):
+ """
+ Sets the maximum number of logic frame that are executed per render frame.
+ This does not affect the physic system that still runs at full frame rate.
+
+ @param maxlogic: The new maximum number of logic frame per render frame. Valid values: 1..5
+ @type maxlogic: integer
+ """
def getLogicTicRate():
"""
Gets the logic update frequency.
@@ -372,7 +387,7 @@ def setLogicTicRate(ticrate):
Sets the logic update frequency.
The logic update frequency is the number of times logic bricks are executed every second.
- The default is 30 Hz.
+ The default is 60 Hz.
@param ticrate: The new logic update frequency (in Hz).
@type ticrate: float