예제 #1
0
void FEndPhysicsTickFunction::ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
	check(Target);
	FPhysScene* PhysScene = Target->GetPhysicsScene();
	if (PhysScene == NULL)
	{
		return;
	}
	FGraphEventRef PhysicsComplete = PhysScene->GetCompletionEvent();
	if (PhysicsComplete.GetReference() && !PhysicsComplete->IsComplete())
	{
		// don't release the next tick group until the physics has completed and we have run FinishPhysicsSim
		DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.FinishPhysicsSim"),
			STAT_FSimpleDelegateGraphTask_FinishPhysicsSim,
			STATGROUP_TaskGraphTasks);

		MyCompletionGraphEvent->DontCompleteUntil(
			FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
				FSimpleDelegateGraphTask::FDelegate::CreateUObject(Target, &UWorld::FinishPhysicsSim),
				GET_STATID(STAT_FSimpleDelegateGraphTask_FinishPhysicsSim), PhysicsComplete, ENamedThreads::GameThread
			)
		);
	}
	else
	{
		// it was already done, so let just do it.
		Target->FinishPhysicsSim();
	}
}
예제 #2
0
void FEndPhysicsTickFunction::ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
{
	QUICK_SCOPE_CYCLE_COUNTER(FEndPhysicsTickFunction_ExecuteTick);

	check(Target);
	FPhysScene* PhysScene = Target->GetPhysicsScene();
	if (PhysScene == NULL)
	{
		return;
	}
	FGraphEventRef PhysicsComplete = PhysScene->GetCompletionEvent();
	if (PhysicsComplete.GetReference() && !PhysicsComplete->IsComplete())
	{
		// don't release the next tick group until the physics has completed and we have run FinishPhysicsSim
		DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.FinishPhysicsSim"),
			STAT_FSimpleDelegateGraphTask_FinishPhysicsSim,
			STATGROUP_TaskGraphTasks);

		MyCompletionGraphEvent->DontCompleteUntil(
			FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
				FSimpleDelegateGraphTask::FDelegate::CreateUObject(Target, &UWorld::FinishPhysicsSim),
				GET_STATID(STAT_FSimpleDelegateGraphTask_FinishPhysicsSim), PhysicsComplete, ENamedThreads::GameThread
			)
		);
	}
	else
	{
		// it was already done, so let just do it.
		Target->FinishPhysicsSim();
	}

#if PHYSX_MEMORY_VALIDATION
	static int32 Frequency = 0;
	if (Frequency++ > 10)
	{
		Frequency = 0;
		GPhysXAllocator->ValidateHeaders();
	}
#endif
}
예제 #3
0
/** Exposes ticking of physics-engine scene outside Engine. */
void FPhysScene::TickPhysScene(uint32 SceneType, FGraphEventRef& InOutCompletionEvent)
{
	SCOPE_CYCLE_COUNTER(STAT_TotalPhysicsTime);
	SCOPE_CYCLE_COUNTER(STAT_PhysicsKickOffDynamicsTime);

	check(SceneType < NumPhysScenes);

	if (bPhysXSceneExecuting[SceneType] != 0)
	{
		// Already executing this scene, must call WaitPhysScene before calling this function again.
		UE_LOG(LogPhysics, Log, TEXT("TickPhysScene: Already executing scene (%d) - aborting."), SceneType);
		return;
	}

#if WITH_SUBSTEPPING
	if (IsSubstepping(SceneType))	//we don't bother sub-stepping cloth
	{
		//We're about to start stepping so swap buffers. Might want to find a better place for this?
		PhysSubSteppers[SceneType]->SwapBuffers();
	}
#endif

	/**
	* clamp down... if this happens we are simming physics slower than real-time, so be careful with it.
	* it can improve framerate dramatically (really, it is the same as scaling all velocities down and
	* enlarging all timesteps) but at the same time, it will screw with networking (client and server will
	* diverge a lot more.)
	*/

	float UseDelta = FMath::Min(UseSyncTime(SceneType) ? SyncDeltaSeconds : DeltaSeconds, MaxPhysicsDeltaTime);

	// Only simulate a positive time step.
	if (UseDelta <= 0.f)
	{
		if (UseDelta < 0.f)
		{
			// only do this if negative. Otherwise, whenever we pause, this will come up
			UE_LOG(LogPhysics, Warning, TEXT("TickPhysScene: Negative timestep (%f) - aborting."), UseDelta);
		}
		return;
	}

#if WITH_PHYSX
	GatherPhysXStats(GetPhysXScene(SceneType), SceneType);
#endif



	/**
	* Weight frame time according to PhysScene settings.
	*/
	AveragedFrameTime[SceneType] *= FrameTimeSmoothingFactor[SceneType];
	AveragedFrameTime[SceneType] += (1.0f - FrameTimeSmoothingFactor[SceneType])*UseDelta;

	// Set execution flag
	bPhysXSceneExecuting[SceneType] = true;

	check(!InOutCompletionEvent.GetReference()); // these should be gone because nothing is outstanding
	InOutCompletionEvent = FGraphEvent::CreateGraphEvent();
	bool bTaskOutstanding = false;

#if WITH_PHYSX

#if WITH_VEHICLE
	if (VehicleManager && SceneType == PST_Sync)
	{
		float TickTime = AveragedFrameTime[SceneType];
#if WITH_SUBSTEPPING
		if (IsSubstepping(SceneType))
		{
			TickTime = UseSyncTime(SceneType) ? SyncDeltaSeconds : DeltaSeconds;
		}
#endif
		VehicleManager->PreTick(TickTime);
#if WITH_SUBSTEPPING
		if (IsSubstepping(SceneType) == false)
#endif
		{
			VehicleManager->Update(AveragedFrameTime[SceneType]);
		}
	}
#endif

#if !WITH_APEX
	PxScene* PScene = GetPhysXScene(SceneType);
	if (PScene && (UseDelta > 0.f))
	{
		PhysXCompletionTask* Task = new PhysXCompletionTask(InOutCompletionEvent, PScene->getTaskManager());
		PScene->lockWrite();
		PScene->simulate(AveragedFrameTime[SceneType], Task);
		PScene->unlockWrite();
		Task->removeReference();
		bTaskOutstanding = true;
	}
#else	//	#if !WITH_APEX
	// The APEX scene calls the simulate function for the PhysX scene, so we only call ApexScene->simulate().
	NxApexScene* ApexScene = GetApexScene(SceneType);
	if(ApexScene && UseDelta > 0.f)
	{
#if WITH_SUBSTEPPING
		if (IsSubstepping(SceneType)) //we don't bother sub-stepping cloth
		{
			bTaskOutstanding = SubstepSimulation(SceneType, InOutCompletionEvent);
		}else
#endif
		{
			PhysXCompletionTask* Task = new PhysXCompletionTask(InOutCompletionEvent, ApexScene->getTaskManager());
			ApexScene->simulate(AveragedFrameTime[SceneType], true, Task);
			Task->removeReference();
			bTaskOutstanding = true;
		}
	}
#endif	//	#if !WITH_APEX
#endif // WITH_PHYSX
	if (!bTaskOutstanding)
	{
		InOutCompletionEvent->DispatchSubsequents(); // nothing to do, so nothing to wait for
	}
#if WITH_SUBSTEPPING
	bSubstepping = UPhysicsSettings::Get()->bSubstepping;
	bSubsteppingAsync = UPhysicsSettings::Get()->bSubsteppingAsync;
#endif
}