コード例 #1
0
ファイル: stdGameProcess.cpp プロジェクト: nev7n/Torque3D
bool StdClientProcessList::advanceTime( SimTime timeDelta )
{
   PROFILE_SCOPE( StdClientProcessList_AdvanceTime );

   if ( doBacklogged( timeDelta ) )
      return false;
 
   bool ret = Parent::advanceTime( timeDelta );
   ProcessObject *obj = NULL;

   AssertFatal( mLastDelta >= 0.0f && mLastDelta <= 1.0f, "mLastDelta is not zero to one.");
   
   obj = mHead.mProcessLink.next;
   while ( obj != &mHead )
   {      
      if ( obj->isTicking() )
         obj->interpolateTick( mLastDelta );

      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;

   // Update camera FX.
   gCamFXMgr.update( dt );

   obj = mHead.mProcessLink.next;
   while ( obj != &mHead )
   {      
      obj->advanceTime( dt );
      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;
}
コード例 #2
0
static void ProgressCallback(Object *object, const EventObject &event, void *clientdata)
{
    ProcessObject *process = dynamic_cast<ProcessObject *>(object);
    Reporter *reporter = reinterpret_cast<Reporter *>(clientdata);
    if (process && reporter) {
        float progress = process->GetProgress();
        reporter->report(int(progress * 100.f));
    }
}
コード例 #3
0
ファイル: hifiGameProcess.cpp プロジェクト: 03050903/Torque3D
bool HifiClientProcessList::advanceTime( SimTime timeDelta )
{
   PROFILE_SCOPE( AdvanceClientTime );

   if ( mSkipAdvanceObjectsMs && timeDelta > mSkipAdvanceObjectsMs )
   {
      timeDelta -= mSkipAdvanceObjectsMs;
      advanceTime( mSkipAdvanceObjectsMs );
      AssertFatal( !mSkipAdvanceObjectsMs, "mSkipAdvanceObjectsMs must always be positive." );
   }

   if ( doBacklogged( timeDelta ) )
      return false;

   // remember interpolation value because we might need to set it back
   F32 oldLastDelta = mLastDelta;

   bool ret = Parent::advanceTime( timeDelta );

   if ( !mSkipAdvanceObjectsMs )
   {
      AssertFatal( mLastDelta >= 0.0f && mLastDelta <= 1.0f, "mLastDelta must always be zero to one." );
      for ( ProcessObject *pobj = mHead.mProcessLink.next; pobj != &mHead; pobj = pobj->mProcessLink.next )
      {                
         if ( pobj->isTicking() )
            pobj->interpolateTick( mLastDelta );
      }

      // Inform objects of total elapsed delta so they can advance
      // client side animations.
      F32 dt = F32( timeDelta ) / 1000;
      for ( ProcessObject *pobj = mHead.mProcessLink.next; pobj != &mHead; pobj = pobj->mProcessLink.next)
      {                  
         pobj->advanceTime( dt );
      }
   }
   else
   {
      mSkipAdvanceObjectsMs -= timeDelta;
      mLastDelta = oldLastDelta;
   }

   return ret;
}
コード例 #4
0
ファイル: processList.cpp プロジェクト: nikoxd123/Torque6
void ProcessList::advanceObjects()
{
   PROFILE_START(ProcessList_AdvanceObjects);

   // A little link list shuffling is done here to avoid problems
   // with objects being deleted from within the process method.
   ProcessObject list;
   list.plLinkBefore(mHead.mProcessLink.next);
   mHead.plUnlink();
   for (ProcessObject * pobj = list.mProcessLink.next; pobj != &list; pobj = list.mProcessLink.next)
   {
      pobj->plUnlink();
      pobj->plLinkBefore(&mHead);
      
      onTickObject(pobj);
   }

   mTotalTicks++;

   PROFILE_END();
}
コード例 #5
0
ファイル: stdGameProcess.cpp プロジェクト: andr3wmac/Torque6
bool StdClientProcessList::advanceTime( SimTime timeDelta )
{
   PROFILE_SCOPE( StdClientProcessList_AdvanceTime );

   if ( doBacklogged( timeDelta ) )
      return false;
 
   bool ret = Parent::advanceTime( timeDelta );
   ProcessObject *obj = NULL;

   AssertFatal( mLastDelta >= 0.0f && mLastDelta <= 1.0f, "mLastDelta is not zero to one.");
   
   obj = mHead.mProcessLink.next;
   while ( obj != &mHead )
   {      
      if ( obj->isTicking() )
         obj->interpolateMove( mLastDelta );

      obj = obj->mProcessLink.next;
   }

   // Inform objects of total elapsed delta so they can advance
   // client side animations.
   F32 dt = F32(timeDelta) / 1000;

   // Update camera FX.
   //gCamFXMgr.update( dt );

   obj = mHead.mProcessLink.next;
   while ( obj != &mHead )
   {      
      obj->advanceMove( dt );
      obj = obj->mProcessLink.next;
   }
   
   return ret;
}
コード例 #6
0
ファイル: processList.cpp プロジェクト: nikoxd123/Torque6
void ProcessList::orderList()
{
   // ProcessObject tags are initialized to 0, so current tag should never be 0.
   if (++mCurrentTag == 0)
      mCurrentTag++;

   // Install a temporary head node
   ProcessObject list;
   list.plLinkBefore(mHead.mProcessLink.next);
   mHead.plUnlink();

   // start out by (bubble) sorting list by GUID
   for (ProcessObject * cur = list.mProcessLink.next; cur != &list; cur = cur->mProcessLink.next)
   {
      if (cur->mOrderGUID == 0)
         // special case -- can be no lower, so accept as lowest (this is also
         // a common value since it is what non ordered objects have)
         continue;

      for (ProcessObject * walk = cur->mProcessLink.next; walk != &list; walk = walk->mProcessLink.next)
      {
         if (walk->mOrderGUID < cur->mOrderGUID)
         {
            // swap walk and cur -- need to be careful because walk might be just after cur
            // so insert after item before cur and before item after walk
            ProcessObject * before = cur->mProcessLink.prev;
            ProcessObject * after = walk->mProcessLink.next;
            cur->plUnlink();
            walk->plUnlink();
            cur->plLinkBefore(after);
            walk->plLinkAfter(before);
            ProcessObject * swap = walk;
            walk = cur;
            cur = swap;
         }
      }
   }

   // Reverse topological sort into the original head node
   while (list.mProcessLink.next != &list) 
   {
      ProcessObject * ptr = list.mProcessLink.next;
      ProcessObject * afterObject = ptr->getAfterObject();
      ptr->mProcessTag = mCurrentTag;
      ptr->plUnlink();
      if (afterObject) 
      {
         // Build chain "stack" of dependent objects and patch
         // it to the end of the current list.
         while (afterObject && afterObject->mProcessTag != mCurrentTag)
         {
            afterObject->mProcessTag = mCurrentTag;
            afterObject->plUnlink();
            afterObject->plLinkBefore(ptr);
            ptr = afterObject;
            afterObject = ptr->getAfterObject();
         }
         ptr->plJoin(&mHead);
      }
      else
         ptr->plLinkBefore(&mHead);
   }
   mDirty = false;
}