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
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 #3
0
bool ExtendedClientProcessList::advanceTime( SimTime timeDelta )
{
   PROFILE_SCOPE( ExtendedClientProcessList_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;
   }

   // 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;
   }
   
   return ret;
}