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authorMitchell Stokes <mogurijin@gmail.com>2011-08-13 00:53:29 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-13 00:53:29 +0400
commitc5ef9b62c1f7f407c42bb48fe3362fa6cf3cf101 (patch)
tree9afdf70a114361c230517cf57569ebe26e1a274e /source/gameengine/Ketsji/KX_KetsjiEngine.cpp
parent83f0c6e56991f1312598b013a2972e3dc79d8e09 (diff)
BGE Animations: Adding an option to let users choose whether or not to lock animation updates to the framerate. If this option is enabled, animations are only updated at the same speed as the animation framerate. This can give a significant speed up in performance, but at the cost of smoothness in animations. I'm defaulting this behavior to off for now, which is the behavior seen in trunk.
Diffstat (limited to 'source/gameengine/Ketsji/KX_KetsjiEngine.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp45
1 files changed, 33 insertions, 12 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 6fb03d0a573..0b83e3247ff 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -110,6 +110,7 @@ double KX_KetsjiEngine::m_anim_framerate = 25.0;
double KX_KetsjiEngine::m_suspendedtime = 0.0;
double KX_KetsjiEngine::m_suspendeddelta = 0.0;
double KX_KetsjiEngine::m_average_framerate = 0.0;
+bool KX_KetsjiEngine::m_restrict_anim_fps = false;
/**
@@ -660,7 +661,14 @@ else
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_ACTUATOR_UPDATE);
scene->UpdateParents(m_frameTime);
-
+
+ if (!GetRestrictAnimationFPS())
+ {
+ m_logger->StartLog(tc_animations, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_ANIMATION_UPDATE);
+ scene->UpdateAnimations(m_frameTime);
+ }
+
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
SG_SetActiveStage(SG_STAGE_PHYSICS2);
scene->GetPhysicsEnvironment()->beginFrame();
@@ -769,21 +777,24 @@ else
// Handle the animations independently of the logic time step
- m_logger->StartLog(tc_animations, m_kxsystem->GetTimeInSeconds(), true);
- SG_SetActiveStage(SG_STAGE_ANIMATION_UPDATE);
-
- double anim_timestep = 1.0/KX_GetActiveScene()->GetAnimationFPS();
- if (m_clockTime - m_previousAnimTime > anim_timestep)
+ if (GetRestrictAnimationFPS())
{
- // Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep)
- // printf("Anim fps: %f\n", 1.0/(m_clockTime - m_previousAnimTime));
- m_previousAnimTime = m_clockTime;
- for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
+ m_logger->StartLog(tc_animations, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_ANIMATION_UPDATE);
+
+ double anim_timestep = 1.0/KX_GetActiveScene()->GetAnimationFPS();
+ if (m_clockTime - m_previousAnimTime > anim_timestep)
{
- (*sceneit)->UpdateAnimations(m_frameTime);
+ // Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep)
+ // printf("Anim fps: %f\n", 1.0/(m_clockTime - m_previousAnimTime));
+ m_previousAnimTime = m_clockTime;
+ for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
+ {
+ (*sceneit)->UpdateAnimations(m_frameTime);
+ }
}
+ m_previousClockTime = m_clockTime;
}
- m_previousClockTime = m_clockTime;
// Start logging time spend outside main loop
m_logger->StartLog(tc_outside, m_kxsystem->GetTimeInSeconds(), true);
@@ -1821,6 +1832,16 @@ void KX_KetsjiEngine::SetMaxPhysicsFrame(int frame)
m_maxPhysicsFrame = frame;
}
+bool KX_KetsjiEngine::GetRestrictAnimationFPS()
+{
+ return m_restrict_anim_fps;
+}
+
+void KX_KetsjiEngine::SetRestrictAnimationFPS(bool bRestrictAnimFPS)
+{
+ m_restrict_anim_fps = bRestrictAnimFPS;
+}
+
double KX_KetsjiEngine::GetAnimFrameRate()
{
return m_anim_framerate;