From 7b2567924b9b86961cd4c07b76653f49939cab1c Mon Sep 17 00:00:00 2001 From: Kester Maddock Date: Sat, 16 Oct 2004 11:41:50 +0000 Subject: Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware. Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo). --- source/gameengine/GameLogic/SCA_LogicManager.cpp | 20 ++++++++------------ 1 file changed, 8 insertions(+), 12 deletions(-) (limited to 'source/gameengine/GameLogic/SCA_LogicManager.cpp') diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp index 62b532ee5a0..0829fb0657b 100644 --- a/source/gameengine/GameLogic/SCA_LogicManager.cpp +++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp @@ -42,6 +42,7 @@ #include #endif + SCA_LogicManager::SCA_LogicManager() { } @@ -175,13 +176,10 @@ void SCA_LogicManager::RegisterToActuator(SCA_IController* controller,SCA_IActua -void SCA_LogicManager::BeginFrame(double curtime,double deltatime) +void SCA_LogicManager::BeginFrame(double curtime, double fixedtime) { - for (vector::const_iterator ie=m_eventmanagers.begin(); - !(ie==m_eventmanagers.end());ie++) - { - (*ie)->NextFrame(curtime,deltatime); - } + for (vector::const_iterator ie=m_eventmanagers.begin(); !(ie==m_eventmanagers.end()); ie++) + (*ie)->NextFrame(curtime, fixedtime); // for this frame, look up for activated sensors, and build the collection of triggered controllers int numsensors = this->m_activatedsensors.size(); @@ -214,11 +212,10 @@ void SCA_LogicManager::BeginFrame(double curtime,double deltatime) -void SCA_LogicManager::UpdateFrame(double curtime,double deltatime) +void SCA_LogicManager::UpdateFrame(double curtime, bool frame) { vector::iterator ra; - for (ra = m_removedActuators.begin(); - !(ra == m_removedActuators.end());ra++) + for (ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++) { m_activeActuators.erase(*ra); (*ra)->SetActive(false); @@ -228,7 +225,7 @@ void SCA_LogicManager::UpdateFrame(double curtime,double deltatime) for (set::iterator ia = m_activeActuators.begin();!(ia==m_activeActuators.end());ia++) { //SCA_IActuator* actua = *ia; - if (!(*ia)->Update(curtime,deltatime)) + if (!(*ia)->Update(curtime, frame)) { //*ia = m_activeactuators.back(); m_removedActuators.push_back(*ia); @@ -238,8 +235,7 @@ void SCA_LogicManager::UpdateFrame(double curtime,double deltatime) } } - for ( ra = m_removedActuators.begin(); - !(ra == m_removedActuators.end());ra++) + for ( ra = m_removedActuators.begin(); !(ra == m_removedActuators.end()); ra++) { m_activeActuators.erase(*ra); (*ra)->SetActive(false); -- cgit v1.2.3