Move physics framerate from setting to environment variable

pull/300/head^2
Andrei Kortunov 7 years ago
parent 6062cd4b9c
commit 62177ebb30

@ -1,5 +1,6 @@
#include "physicssystem.hpp"
#include <iostream>
#include <stdexcept>
#include <osg/Group>
@ -24,7 +25,6 @@
#include <components/esm/loadgmst.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/sceneutil/unrefqueue.hpp>
#include <components/settings/settings.hpp>
#include <components/nifosg/particle.hpp> // FindRecIndexVisitor
@ -684,6 +684,7 @@ namespace MWPhysics
, mWaterHeight(0)
, mWaterEnabled(false)
, mParentNode(parentNode)
, mPhysicsDt(1.f / 60.f)
{
mResourceSystem->addResourceManager(mShapeManager.get());
@ -696,6 +697,20 @@ namespace MWPhysics
// Don't update AABBs of all objects every frame. Most objects in MW are static, so we don't need this.
// Should a "static" object ever be moved, we have to update its AABB manually using DynamicsWorld::updateSingleAabb.
mCollisionWorld->setForceUpdateAllAabbs(false);
// Check if a user decided to override a physics system FPS
const char* env = getenv("OPENMW_PHYSICS_FPS");
if (env)
{
std::string str(env);
float physFramerate = std::atof(env);
if (physFramerate > 0)
{
mPhysicsDt = 1.f / physFramerate;
std::cerr << "Warning: physics framerate was overriden (a new value is " << physFramerate << ")." << std::endl;
}
}
}
PhysicsSystem::~PhysicsSystem()
@ -1359,16 +1374,11 @@ namespace MWPhysics
mTimeAccum += dt;
static const float physFramerate = Settings::Manager::getFloat("physics framerate", "Physics");
// Allow to use a physics framerate between 10 and 60 FPS
static const float physicsDt = 1.f / std::max(10.f, std::min(60.f, physFramerate));
const int maxAllowedSteps = 20;
int numSteps = mTimeAccum / (physicsDt);
int numSteps = mTimeAccum / (mPhysicsDt);
numSteps = std::min(numSteps, maxAllowedSteps);
mTimeAccum -= numSteps * physicsDt;
mTimeAccum -= numSteps * mPhysicsDt;
if (numSteps)
{
@ -1417,7 +1427,7 @@ namespace MWPhysics
bool positionChanged = false;
for (int i=0; i<numSteps; ++i)
{
position = MovementSolver::move(position, physicActor->getPtr(), physicActor, iter->second, physicsDt,
position = MovementSolver::move(position, physicActor->getPtr(), physicActor, iter->second, mPhysicsDt,
flying, waterlevel, slowFall, mCollisionWorld, mStandingCollisions);
if (position != physicActor->getPosition())
positionChanged = true;
@ -1426,7 +1436,7 @@ namespace MWPhysics
if (positionChanged)
mCollisionWorld->updateSingleAabb(physicActor->getCollisionObject());
float interpolationFactor = mTimeAccum / physicsDt;
float interpolationFactor = mTimeAccum / mPhysicsDt;
osg::Vec3f interpolated = position * interpolationFactor + physicActor->getPreviousPosition() * (1.f - interpolationFactor);
float heightDiff = position.z() - oldHeight;

@ -220,6 +220,8 @@ namespace MWPhysics
osg::ref_ptr<osg::Group> mParentNode;
float mPhysicsDt;
PhysicsSystem (const PhysicsSystem&);
PhysicsSystem& operator= (const PhysicsSystem&);
};

@ -1,13 +0,0 @@
Physics Settings
################
physics framerate
---------------
:Type: floating point
:Range: 10.0 to 60.0
:Default: 60.0
Allows to set how frequently an engine will do physics calculations. A default value is 60 times per second.
This setting allows developers with low-clocked CPUs to test an engine.
Changing from default value can lead to physics bugs. Change this setting on your own risk, and reset a value to default before filling a physics-related bugreport!

@ -277,10 +277,6 @@ camera y multiplier = 1.0
# Invert the vertical axis while not in GUI mode.
invert y axis = false
[Physics]
# Framerate of the physics system
physics framerate = 60.0
[Saves]
# Name of last character played, and default for loading save files.

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