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(); }
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); }
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(); }
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); }
ForestWindMgr::ForestWindMgr() { setProcessTicks( true ); mSources = new IdToWindMap(); mPrevSources = new IdToWindMap(); }