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028b957b76
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@ -1357,6 +1357,10 @@ Fix block mesh ray casting bug due to trimesh overlap
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Fix block mesh samplers incorrectly buffering
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Fix block mesh gen algorithm merging quads incorrectly
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Make HitboxManager threadsafe
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Don't simulate extra frames if we're taking too much time
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Fluid sim toggle on client side
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Lower duplicate physics frame count
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Various code cleanup
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@ -136,7 +136,7 @@ public class ClientBlockCellManager {
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* Updates all cells in the chunk
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*/
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public void update(){
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Globals.profiler.beginCpuSample("ClientDrawCellManager.update");
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Globals.profiler.beginCpuSample("ClientBlockCellManager.update");
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if(shouldUpdate && Globals.playerEntity != null){
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Vector3d playerPos = EntityUtils.getPosition(Globals.playerEntity);
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Vector3i playerWorldPos = Globals.clientWorldData.convertRealToWorldSpace(playerPos);
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@ -148,7 +148,7 @@ public class ClientBlockCellManager {
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evaluationMap.clear();
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//update all full res cells
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WorldOctTreeNode<BlockDrawCell> rootNode = this.chunkTree.getRoot();
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Globals.profiler.beginCpuSample("ClientDrawCellManager.update - full res cells");
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Globals.profiler.beginCpuSample("ClientBlockCellManager.update - full res cells");
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updatedLastFrame = this.recursivelyUpdateCells(rootNode, playerWorldPos, evaluationMap, BlockChunkData.LOD_LOWEST_RES, distCache);
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Globals.profiler.endCpuSample();
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if(!updatedLastFrame && !this.initialized){
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@ -171,7 +171,7 @@ public class ClientSimulation {
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Globals.clientTerrainManager.handleMessages();
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this.updateTerrainCellManager();
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}
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if(Globals.clientFluidManager != null){
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if(Globals.clientFluidManager != null && Globals.RUN_FLUIDS){
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Globals.clientFluidManager.handleMessages();
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this.updateFluidCellManager();
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}
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@ -200,7 +200,7 @@ public class ClientSimulation {
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*/
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private void updateFluidCellManager(){
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//fluid work
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if(Globals.fluidCellManager != null && Globals.clientWorldData != null){
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if(Globals.fluidCellManager != null && Globals.clientWorldData != null && Globals.RUN_FLUIDS){
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Globals.fluidCellManager.update();
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}
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}
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@ -75,7 +75,7 @@ public class CollisionEngine {
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* IE, if this value is 3, every main game engine frame, the physics simulation will run 3 frames.
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* This keeps the physics simulation much more stable than it would be otherwise.
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*/
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public static final int PHYSICS_SIMULATION_RESOLUTION = 5;
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public static final int PHYSICS_SIMULATION_RESOLUTION = 2;
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/**
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* Threshold after which the engine warns about collidable count
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@ -335,6 +335,11 @@ public class Main {
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int simFrameHardcapCounter = 0;
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while(Globals.timekeeper.pullFromAccumulator() && framestep > 0 && simFrameHardcapCounter < Timekeeper.SIM_FRAME_HARDCAP){
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//do not simulate extra frames if we're already behind schedule
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if(Globals.timekeeper.getMostRecentRawFrametime() > Globals.timekeeper.getSimFrameTime() && simFrameHardcapCounter > 0){
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break;
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}
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//sim frame hard cap counter increment
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simFrameHardcapCounter++;
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//handle framestep
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@ -377,7 +377,7 @@ public class ClientLoading {
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//wait for all the terrain data to arrive
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WindowUtils.updateLoadingWindow("REQUESTING FLUID CHUNKS FROM SERVER (" + Globals.fluidCellManager.getUnrequestedSize() + ")");
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while(blockForInit && Globals.fluidCellManager.containsUnrequestedCell() && Globals.threadManager.shouldKeepRunning()){
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while(blockForInit && Globals.fluidCellManager.containsUnrequestedCell() && Globals.threadManager.shouldKeepRunning() && Globals.RUN_FLUIDS){
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try {
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TimeUnit.MILLISECONDS.sleep(10);
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} catch (InterruptedException ex) {
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@ -8,6 +8,7 @@ import electrosphere.entity.state.attach.AttachUtils;
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import electrosphere.logger.LoggerInterface;
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import java.util.Collection;
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import java.util.Collections;
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import java.util.List;
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import java.util.Map;
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import java.util.Set;
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@ -194,6 +195,14 @@ public class Scene {
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return this.entityIdMap.values();
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}
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/**
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* Gets the list of behavior trees attached to the scene
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* @return The list of behavior trees attached to the scene
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*/
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public Collection<BehaviorTree> getBehaviorTrees(){
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return Collections.unmodifiableList(this.behaviorTreeList);
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}
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/**
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* Describes the scene in log messages
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*/
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@ -484,8 +484,8 @@ public class Actor {
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Vector3d rVal = new Vector3d();
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Model model = Globals.assetManager.fetchModel(modelPath);
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if(model != null){
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applyAnimationMasks(model);
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calculateNodeTransforms(model);
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this.applyAnimationMasks(model);
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this.calculateNodeTransforms(model);
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Bone currentBone = model.getBoneMap().get(boneName);
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if(currentBone != null){
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Vector4d result = new Matrix4d(currentBone.getFinalTransform()).transform(currentBone.getMOffset().invert().transform(new Vector4d(rVal.x,rVal.y,rVal.z,1)));
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@ -495,11 +495,11 @@ public class Actor {
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} else {
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String message = "Trying to get position of bone that does not exist on model!\n" +
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"boneName: " + boneName;
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throw new IllegalArgumentException(message);
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throw new Error(message);
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}
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}
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if(!Double.isFinite(rVal.x)){
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throw new IllegalStateException("Bone position that is not finite!");
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throw new Error("Bone position that is not finite!");
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}
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return rVal;
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}
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@ -513,8 +513,8 @@ public class Actor {
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Quaterniond rVal = new Quaterniond();
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Model model = Globals.assetManager.fetchModel(modelPath);
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if(model != null){
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applyAnimationMasks(model);
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calculateNodeTransforms(model);
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this.applyAnimationMasks(model);
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this.calculateNodeTransforms(model);
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Bone currentBone = model.getBoneMap().get(boneName);
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if(currentBone != null){
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Quaterniond rotation = new Matrix4d(currentBone.getFinalTransform()).getNormalizedRotation(new Quaterniond());
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@ -387,6 +387,13 @@ public class Model {
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//
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//bone rotators (turrets, hair, etc)
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Bone target_bone = boneMap.get(n.id);
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if(target_bone == null){
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String message = "Failed to locate bone!\n";
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message = message + "bone id: " + n.id + "\n";
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message = message + "bone map size: " + boneMap.size() + "\n";
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message = message + "bone map key set: " + boneMap.keySet() + "\n";
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throw new Error(message);
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}
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Matrix4d currentTransform = parentTransform.mul(target_bone.getDeform());
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if(boneRotators.containsKey(target_bone.boneID)){
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currentTransform.rotate(boneRotators.get(target_bone.boneID).getRotation());
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@ -208,6 +208,13 @@ public class PoseModel {
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//if this is a bone, calculate the transform for the bone
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if(n.is_bone){
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Bone target_bone = boneMap.get(n.id);
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if(target_bone == null){
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String message = "Failed to locate bone!\n";
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message = message + "bone id: " + n.id + "\n";
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message = message + "bone map size: " + boneMap.size() + "\n";
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message = message + "bone map key set: " + boneMap.keySet() + "\n";
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throw new Error(message);
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}
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Matrix4d deformTransform = parentTransform.mul(target_bone.getDeform());
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if(boneRotators.containsKey(target_bone.boneID)){
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deformTransform.rotate(boneRotators.get(target_bone.boneID).getRotation());
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@ -17,8 +17,14 @@ import electrosphere.server.poseactor.PoseActor;
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*/
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public class MicroSimulation {
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/**
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* Tracks whether the micro simulation is ready or not
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*/
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boolean isReady = false;
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/**
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* Constructor
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*/
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public MicroSimulation(){
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isReady = false;
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}
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@ -28,7 +34,7 @@ public class MicroSimulation {
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* @param dataCell The data cell
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*/
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public void simulate(ServerDataCell dataCell){
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Globals.profiler.beginAggregateCpuSample("MicroSimulation.simulate");
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Globals.profiler.beginCpuSample("MicroSimulation.simulate");
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if(dataCell.isReady()){
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//simulate ai
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Globals.aiManager.simulate();
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@ -62,18 +68,32 @@ public class MicroSimulation {
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Globals.profiler.endCpuSample();
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}
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/**
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* Checks whether the micro simulation is ready or not
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* @return true if it is ready, false otherwise
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*/
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public boolean isReady(){
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return isReady;
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}
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/**
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* Sets whether the micro simulation is ready or not
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* @param ready true if it is ready, false otherwise
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*/
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public void setReady(boolean ready){
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isReady = ready;
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}
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/**
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* Freezes the micro simulation
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*/
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public void freeze(){
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isReady = false;
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}
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/**
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* Unfreezes the micro simulation
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*/
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public void unfreeze(){
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isReady = true;
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}
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