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openmw-tes3mp/apps/openmw/mwphysics
fredzio 3c2504b442 Process movement queue in one or several background threads
Before movement calculation, the main thread prepare a
vector of ActorFrameData, which contains all data necessary to perform
the simulation, and feed it to the solver. At the same time it fetches
the result from the previous background simulation, which in turn is
used by the game mechanics.
Other functions of the physics system (weapon hit for instance)
interrupt the background simulation, with some exceptions described
below.

The number of threads is controlled by the numeric setting

[Physics]
async num threads

In case 'async num threads' > 1 and Bullet doesn't support multiple threads,
1 async thread will be used. 0 means synchronous solver.
Additional settings (will be silently switched off if async num threads = 0)

[Physics]
defer aabb update

Update AABBs of actors and objects in the background thread(s). It is not an especially
costly operation, but it needs exclusive access to the collision world, which blocks
other operations. Since AABB needs to be updated for collision detection, one can queue
them to defer update before start of the movement solver. Extensive tests on as much
as one installation (mine) show no drawback having that switched on.

[Physics]
lineofsight keep inactive cache

Control for how long (how many frames) the line of sight (LOS) request will be kept updated.
When a request for LOS is made for the first time, the background threads are stopped to
service it. From now on, the LOS will be refreshed preemptively as part of the background
routine until it is not required for lineofsight keep inactive cache frames. This mean
that subsequent request will not interrupt the background computation.
2020-10-15 06:41:35 +02:00
..
actor.cpp Process movement queue in one or several background threads 2020-10-15 06:41:35 +02:00
actor.hpp Process movement queue in one or several background threads 2020-10-15 06:41:35 +02:00
closestnotmeconvexresultcallback.cpp Separate ClosestNotMeConvexResultCallback 2020-03-31 00:38:34 +03:00
closestnotmeconvexresultcallback.hpp Separate ClosestNotMeConvexResultCallback 2020-03-31 00:38:34 +03:00
closestnotmerayresultcallback.cpp Separate ClosestNotMeRayResultCallback 2020-03-31 00:38:34 +03:00
closestnotmerayresultcallback.hpp Separate ClosestNotMeRayResultCallback 2020-03-31 00:38:34 +03:00
collisiontype.hpp Use a separate collision type for doors (Fixes #1962) 2015-12-18 18:32:42 +01:00
constants.hpp Separate Stepper 2020-03-31 00:38:34 +03:00
contacttestresultcallback.cpp Separate ContactTestResultCallback 2020-03-31 00:38:34 +03:00
contacttestresultcallback.hpp Fix btCollisionObjectWrapper forward declaration 2020-03-31 18:31:46 +03:00
deepestnotmecontacttestresultcallback.cpp Separate ClosestNotMeConvexResultCallback 2020-03-31 00:38:34 +03:00
deepestnotmecontacttestresultcallback.hpp Separate ClosestNotMeConvexResultCallback 2020-03-31 00:38:34 +03:00
hasspherecollisioncallback.hpp Do not wander to occupied area by other actor 2020-02-10 22:29:54 +01:00
heightfield.cpp Support bullet with double precision 2020-05-13 19:24:28 +02:00
heightfield.hpp Support bullet with double precision 2020-05-13 19:24:28 +02:00
movementsolver.cpp We need to update the collision world after each step. 2020-10-15 06:41:22 +02:00
movementsolver.hpp We need to update the collision world after each step. 2020-10-15 06:41:22 +02:00
mtphysics.cpp Process movement queue in one or several background threads 2020-10-15 06:41:35 +02:00
mtphysics.hpp Process movement queue in one or several background threads 2020-10-15 06:41:35 +02:00
object.cpp Process movement queue in one or several background threads 2020-10-15 06:41:35 +02:00
object.hpp Process movement queue in one or several background threads 2020-10-15 06:41:35 +02:00
physicssystem.cpp Process movement queue in one or several background threads 2020-10-15 06:41:35 +02:00
physicssystem.hpp Process movement queue in one or several background threads 2020-10-15 06:41:35 +02:00
ptrholder.hpp Move physics object, heightfield, ptrholder into separate files 2018-10-13 22:16:24 +03:00
raycasting.hpp Add RayCastingInterface 2020-08-06 22:03:33 +02:00
stepper.cpp Separate Stepper 2020-03-31 00:38:34 +03:00
stepper.hpp Separate Stepper 2020-03-31 00:38:34 +03:00
trace.cpp Separate ClosestNotMeConvexResultCallback 2020-03-31 00:38:34 +03:00
trace.h Use tracer hit height to skip stepping up in movement solver. 2016-12-24 23:07:44 +01:00