예제 #1
0
   PhysicsEngine::PhysicsEngine()
   {
      mPreviousTime = (F64)( bx::getHPCounter()/F64(bx::getHPFrequency()) );;

      // We lock this to cause the physics thread to block until we release it.
      Mutex::lockMutex(PhysicsThread::smPhysicsFinishedMutex);

      setProcessTicks(true);
      mPhysicsThread = new PhysicsThread();
      mPhysicsThread->start();
   }
예제 #2
0
파일: group.cpp 프로젝트: AlkexGas/Torque3D
GuiInspectorGroup::GuiInspectorGroup() 
 : mParent( NULL ), 
   mStack(NULL)
{
   setBounds(0,0,200,20);

   mChildren.clear();

   setCanSave( false );

   // Make sure we receive our ticks.
   setProcessTicks();
   mMargin.set(0,0,5,0);
}
예제 #3
0
GuiRolloutCtrl::GuiRolloutCtrl()
{
   mExpanded.set(0,0,200,60);
   mCaption             = StringTable->EmptyString();
   mIsExpanded          = true;
   mIsAnimating         = false;
   mCollapsing          = false;
   mAnimateDestHeight   = 40;
   mAnimateStep         = 1;
   mDefaultHeight       = 40;
   mHideHeader          = false;
   mMargin.set( 0, 0, 0, 0 );
   mIsContainer = true;
   mCanCollapse = true;
   mAutoCollapseSiblings = false;
   // Make sure we receive our ticks.
   setProcessTicks();
}
예제 #4
0
   PhysicsEngine::PhysicsEngine()
   {
      mAccumulatorTime  = 0.0f;
      mStepSize         = 1.0f / 60.0f;

      mPreviousTime = (F64)( bx::getHPCounter()/F64(bx::getHPFrequency()) );

#ifdef TORQUE_MULTITHREAD
      // We lock this to cause the physics thread to block until we release it.
      Mutex::lockMutex(smPhysicsFinishedMutex);

      mPhysicsThread = new PhysicsThread(mStepSize, physicsSimulate);
      mPhysicsThread->start();
#endif

      mRunning = true;
      setProcessTicks(true);
   }
예제 #5
0
ForestWindMgr::ForestWindMgr()
{
   setProcessTicks( true );
   mSources = new IdToWindMap();
   mPrevSources = new IdToWindMap();
}