Exemplo n.º 1
0
void FPhysSubstepTask::SubstepSimulationStart()
{
    check(SubTime > 0.f);
    check(DeltaSeconds > 0.f);

    check(!CompletionEvent.GetReference());	//should be done
    CompletionEvent = FGraphEvent::CreateGraphEvent();
    PhysXCompletionTask* SubstepTask = new PhysXCompletionTask(CompletionEvent, ApexScene->getTaskManager());
    FDelegateGraphTask::CreateAndDispatchWhenReady(FDelegateGraphTask::FDelegate::CreateRaw(this, &FPhysSubstepTask::SubstepSimulationEnd), TEXT("ProcessPhysSubstepSimulation"), CompletionEvent);

    ++CurrentSubStep;
    if (CurrentSubStep < NumSubsteps)
    {

        Alpha += StepScale;
        TotalSubTime += SubTime;
        SubstepInterpolation(Alpha);
        ApexScene->simulate(SubTime, false, SubstepTask);
        SubstepTask->removeReference();
    }
    else
    {
        SubstepInterpolation(1.f);
        ApexScene->simulate(DeltaSeconds - TotalSubTime, true, SubstepTask);
        SubstepTask->removeReference();
    }
}
Exemplo n.º 2
0
void FPhysSubstepTask::SubstepSimulationStart()
{
	SCOPE_CYCLE_COUNTER(STAT_TotalPhysicsTime);
	SCOPE_CYCLE_COUNTER(STAT_SubstepSimulationStart);
#if WITH_PHYSX
	check(SubTime > 0.f);
	check(DeltaSeconds > 0.f);
	
	check(!CompletionEvent.GetReference());	//should be done
	CompletionEvent = FGraphEvent::CreateGraphEvent();
	PhysXCompletionTask* SubstepTask = new PhysXCompletionTask(CompletionEvent,
		 PST_MAX //we don't care about sub-step time. The full time is recorded by FullSimulationTask
		,PAScene->getTaskManager());
	ENamedThreads::Type NamedThread = PhysSingleThreadedMode() ? ENamedThreads::GameThread : ENamedThreads::AnyThread;

	DECLARE_CYCLE_STAT(TEXT("FDelegateGraphTask.ProcessPhysSubstepSimulation"),
		STAT_FDelegateGraphTask_ProcessPhysSubstepSimulation,
		STATGROUP_TaskGraphTasks);

	FDelegateGraphTask::CreateAndDispatchWhenReady(
		FDelegateGraphTask::FDelegate::CreateRaw(this, &FPhysSubstepTask::SubstepSimulationEnd),
		GET_STATID(STAT_FDelegateGraphTask_ProcessPhysSubstepSimulation), CompletionEvent, NamedThread, NamedThread);

	++CurrentSubStep;	

	bool bLastSubstep = CurrentSubStep >= NumSubsteps;

	if (!bLastSubstep)
	{

		Alpha += StepScale;
		TotalSubTime += SubTime;
	}

	float DeltaTime = bLastSubstep ? (DeltaSeconds - TotalSubTime) : SubTime;
	float Interpolation = bLastSubstep ? 1.f : Alpha;

#if WITH_VEHICLE
	if (VehicleManager)
	{
		VehicleManager->Update(DeltaTime);
	}
#endif

	SubstepInterpolation(Interpolation, DeltaTime);

#if WITH_APEX
	PAScene->simulate(DeltaTime, bLastSubstep, SubstepTask);
#else
	PAScene->lockWrite();
	PAScene->simulate(DeltaTime, SubstepTask);
	PAScene->unlockWrite();
#endif
	SubstepTask->removeReference();
#endif
}
Exemplo n.º 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
}