With this patch, only sensors that are connected to active states are actually registered in the logic manager. Inactive sensors won't take any CPU, especially the Radar and Near sensors that use a physical object for the detection: these objects are removed from the physics engine. To take advantage of this optimization patch, you need to define very light idle state when the objects are inactive: make them transparent, suspend the physics, keep few sensors active (e,g a message sensor to wake up), etc.
107 lines
3.5 KiB
C++
107 lines
3.5 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef _SUMOPhysicsEnvironment
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#define _SUMOPhysicsEnvironment
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#include "MT_Scalar.h"
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#include "PHY_IPhysicsEnvironment.h"
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class SumoPHYCallbackBridge;
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#include <vector>
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/**
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* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
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* A derived class may be able to 'construct' entities by loading and/or converting
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*/
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class SumoPhysicsEnvironment : public PHY_IPhysicsEnvironment
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{
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class SM_Scene* m_sumoScene;
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float m_currentTime;
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float m_fixedTimeStep;
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bool m_useFixedTimeStep;
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std::vector<SumoPHYCallbackBridge*> m_callbacks;
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public:
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SumoPhysicsEnvironment();
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virtual ~SumoPhysicsEnvironment();
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virtual void beginFrame();
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virtual void endFrame();
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// Perform an integration step of duration 'timeStep'.
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virtual bool proceedDeltaTime(double curTime,float timeStep);
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virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep);
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virtual float getFixedTimeStep();
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virtual void setGravity(float x,float y,float z);
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virtual int createConstraint(class PHY_IPhysicsController* ctrl,class PHY_IPhysicsController* ctrl2,PHY_ConstraintType type,
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float pivotX,float pivotY,float pivotZ,
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float axisX,float axisY,float axisZ,
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float axis1X=0,float axis1Y=0,float axis1Z=0,
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float axis2X=0,float axis2Y=0,float axis2Z=0
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);
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virtual void removeConstraint(int constraintid);
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//complex constraint for vehicles
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virtual PHY_IVehicle* getVehicleConstraint(int constraintId)
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{
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return 0;
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}
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virtual PHY_IPhysicsController* rayTest(PHY_IPhysicsController* ignoreClient,float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
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float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ);
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//gamelogic callbacks
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virtual void addSensor(PHY_IPhysicsController* ctrl);
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virtual void removeSensor(PHY_IPhysicsController* ctrl);
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virtual void addTouchCallback(int response_class, PHY_ResponseCallback callback, void *user);
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virtual void requestCollisionCallback(PHY_IPhysicsController* ctrl);
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virtual void removeCollisionCallback(PHY_IPhysicsController* ctrl);
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virtual PHY_IPhysicsController* CreateSphereController(float radius,const PHY__Vector3& position);
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virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight);
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virtual void setConstraintParam(int constraintId,int param,float value,float value1)
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{
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}
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SM_Scene* GetSumoScene()
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{
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return m_sumoScene;
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}
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protected:
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// 60Hz (Default)
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static MT_Scalar PhysicsTicRate;
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};
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#endif //_SUMOPhysicsEnvironment
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