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Diffstat (limited to 'source/gameengine/Ketsji/KX_KetsjiEngine.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp48
1 files changed, 36 insertions, 12 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 97b4213b8bd..70ae0e4b937 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -412,7 +412,7 @@ else
// Compute the number of logic frames to do each update (fixed tic bricks)
- int frames =int(deltatime*m_ticrate);
+ int frames =int(deltatime*m_ticrate+1e-6);
// if (frames>1)
// printf("****************************************");
// printf("dt = %f, deltatime = %f, frames = %d\n",dt, deltatime,frames);
@@ -465,12 +465,15 @@ else
m_logger->StartLog(tc_network, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_NETWORK);
scene->GetNetworkScene()->proceed(m_frameTime);
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- scene->UpdateParents(m_frameTime);
+ //m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ //SG_SetActiveStage(SG_STAGE_NETWORK_UPDATE);
+ //scene->UpdateParents(m_frameTime);
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_PHYSICS1);
// set Python hooks for each scene
PHY_SetActiveEnvironment(scene->GetPhysicsEnvironment());
KX_SetActiveScene(scene);
@@ -479,31 +482,37 @@ else
// Update scenegraph after physics step. This maps physics calculations
// into node positions.
- m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
- scene->UpdateParents(m_frameTime);
+ //m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ //SG_SetActiveStage(SG_STAGE_PHYSICS1_UPDATE);
+ //scene->UpdateParents(m_frameTime);
// Process sensors, and controllers
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_CONTROLLER);
scene->LogicBeginFrame(m_frameTime);
// Scenegraph needs to be updated again, because Logic Controllers
// can affect the local matrices.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_CONTROLLER_UPDATE);
scene->UpdateParents(m_frameTime);
// Process actuators
// Do some cleanup work for this logic frame
m_logger->StartLog(tc_logic, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_ACTUATOR);
scene->LogicUpdateFrame(m_frameTime, true);
scene->LogicEndFrame();
// Actuators can affect the scenegraph
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_ACTUATOR_UPDATE);
scene->UpdateParents(m_frameTime);
m_logger->StartLog(tc_physics, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_PHYSICS2);
scene->GetPhysicsEnvironment()->beginFrame();
// Perform physics calculations on the scene. This can involve
@@ -511,6 +520,7 @@ else
scene->GetPhysicsEnvironment()->proceedDeltaTime(m_frameTime,1.0/m_ticrate);//m_deltatimerealDeltaTime);
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_PHYSICS2_UPDATE);
scene->UpdateParents(m_frameTime);
@@ -574,6 +584,7 @@ else
KX_SetActiveScene(scene);
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_PHYSICS1);
scene->UpdateParents(m_clockTime);
// Perform physics calculations on the scene. This can involve
@@ -583,6 +594,7 @@ else
// Update scenegraph after physics step. This maps physics calculations
// into node positions.
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_PHYSICS2);
scene->UpdateParents(m_clockTime);
// Do some cleanup work for this logic frame
@@ -591,6 +603,7 @@ else
// Actuators can affect the scenegraph
m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_ACTUATOR);
scene->UpdateParents(m_clockTime);
scene->setSuspendedTime(0.0);
@@ -622,6 +635,7 @@ void KX_KetsjiEngine::Render()
const RAS_FrameSettings &framesettings = firstscene->GetFramingType();
m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_RENDER);
// hiding mouse cursor each frame
// (came back when going out of focus and then back in again)
@@ -1102,14 +1116,22 @@ void KX_KetsjiEngine::RenderFrame(KX_Scene* scene, KX_Camera* cam)
cam->GetCameraLocation(), cam->GetCameraOrientation());
cam->SetModelviewMatrix(viewmat);
- scene->UpdateMeshTransformations();
+ //redundant, already done in
+ //scene->UpdateMeshTransformations();
// The following actually reschedules all vertices to be
// redrawn. There is a cache between the actual rescheduling
// and this call though. Visibility is imparted when this call
// runs through the individual objects.
+
+ m_logger->StartLog(tc_scenegraph, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_CULLING);
+
scene->CalculateVisibleMeshes(m_rasterizer,cam);
+ m_logger->StartLog(tc_rasterizer, m_kxsystem->GetTimeInSeconds(), true);
+ SG_SetActiveStage(SG_STAGE_RENDER);
+
scene->RenderBuckets(camtrans, m_rasterizer, m_rendertools);
if (scene->GetPhysicsEnvironment())
@@ -1166,15 +1188,17 @@ void KX_KetsjiEngine::AddScene(KX_Scene* scene)
void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene)
{
bool override_camera = (m_overrideCam && (scene->GetName() == m_overrideSceneName));
-
- // if there is no activecamera, or the camera is being
- // overridden we need to construct a temporarily camera
+
+ SG_SetActiveStage(SG_STAGE_SCENE);
+
+ // if there is no activecamera, or the camera is being
+ // overridden we need to construct a temporarily camera
if (!scene->GetActiveCamera() || override_camera)
{
KX_Camera* activecam = NULL;
RAS_CameraData camdata = RAS_CameraData();
- activecam = new KX_Camera(scene,KX_Scene::m_callbacks,camdata, false);
+ activecam = new KX_Camera(scene,KX_Scene::m_callbacks,camdata);
activecam->SetName("__default__cam__");
// set transformation
@@ -1186,11 +1210,11 @@ void KX_KetsjiEngine::PostProcessScene(KX_Scene* scene)
activecam->NodeSetLocalPosition(camtrans.getOrigin());
activecam->NodeSetLocalOrientation(camtrans.getBasis());
- activecam->NodeUpdateGS(0,true);
+ activecam->NodeUpdateGS(0);
} else {
activecam->NodeSetLocalPosition(MT_Point3(0.0, 0.0, 0.0));
activecam->NodeSetLocalOrientation(MT_Vector3(0.0, 0.0, 0.0));
- activecam->NodeUpdateGS(0,true);
+ activecam->NodeUpdateGS(0);
}
scene->AddCamera(activecam);