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Clear out some unneeded doPhysics stuff

This commit is contained in:
Chris Robinson 2013-02-05 10:23:26 -08:00
parent 3251796ba0
commit 2cdda96798
3 changed files with 0 additions and 104 deletions

View file

@ -190,66 +190,8 @@ namespace MWWorld
//set the DebugRenderingMode. To disable it,set it to 0 //set the DebugRenderingMode. To disable it,set it to 0
//eng->setDebugRenderingMode(1); //eng->setDebugRenderingMode(1);
//set the movement keys to 0 (no movement) for every actor)
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
OEngine::Physic::PhysicActor* act = it->second;
act->setMovement(0,0,0);
} }
playerMove::playercmd& pm_ref = playerphysics->cmd;
pm_ref.rightmove = 0;
pm_ref.forwardmove = 0;
pm_ref.upmove = 0;
//playerphysics->ps.move_type = PM_NOCLIP;
for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
iter!=actors.end(); ++iter)
{
//dirty stuff to get the camera orientation. Must be changed!
if (iter->first == "player") {
playerphysics->ps.viewangles.x =
Ogre::Radian(mPlayerData.pitch).valueDegrees();
playerphysics->ps.viewangles.y =
Ogre::Radian(mPlayerData.yaw).valueDegrees() + 90;
pm_ref.rightmove = iter->second.x;
pm_ref.forwardmove = -iter->second.y;
pm_ref.upmove = iter->second.z;
}
}
mEngine->stepSimulation(dt);
}
std::vector< std::pair<std::string, Ogre::Vector3> > PhysicsSystem::doPhysicsFixed (
const std::vector<std::pair<std::string, Ogre::Vector3> >& actors)
{
Pmove(playerphysics);
std::vector< std::pair<std::string, Ogre::Vector3> > response;
for(std::map<std::string,OEngine::Physic::PhysicActor*>::iterator it = mEngine->PhysicActorMap.begin(); it != mEngine->PhysicActorMap.end();it++)
{
Ogre::Vector3 coord = it->second->getPosition();
if(it->first == "player"){
coord = playerphysics->ps.origin ;
}
response.push_back(std::pair<std::string, Ogre::Vector3>(it->first, coord));
}
return response;
}
void PhysicsSystem::addHeightField (float* heights, void PhysicsSystem::addHeightField (float* heights,
int x, int y, float yoffset, int x, int y, float yoffset,

View file

@ -17,9 +17,6 @@ namespace MWWorld
void doPhysics(float duration, const std::vector<std::pair<std::string, Ogre::Vector3> >& actors); void doPhysics(float duration, const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
///< do physics with dt - Usage: first call doPhysics with frame dt, then call doPhysicsFixed as often as time steps have passed ///< do physics with dt - Usage: first call doPhysics with frame dt, then call doPhysicsFixed as often as time steps have passed
std::vector< std::pair<std::string, Ogre::Vector3> > doPhysicsFixed (const std::vector<std::pair<std::string, Ogre::Vector3> >& actors);
///< do physics with fixed timestep - Usage: first call doPhysics with frame dt, then call doPhysicsFixed as often as time steps have passed
void addObject (const MWWorld::Ptr& ptr); void addObject (const MWWorld::Ptr& ptr);
void addActor (const MWWorld::Ptr& ptr); void addActor (const MWWorld::Ptr& ptr);

View file

@ -838,49 +838,6 @@ namespace MWWorld
float duration) float duration)
{ {
mPhysics->doPhysics(duration, actors); mPhysics->doPhysics(duration, actors);
const int tick = 16; // 16 ms ^= 60 Hz
// Game clock part of the loop, contains everything that has to be executed in a fixed timestep
long long dt = mTimer.getMilliseconds() - lastTick;
if (dt >= 100)
{
// throw away wall clock time if necessary to keep the framerate above the minimum of 10 fps
lastTick += (dt - 100);
dt = 100;
}
while (dt >= tick)
{
dt -= tick;
lastTick += tick;
std::vector< std::pair<std::string, Ogre::Vector3> > vectors = mPhysics->doPhysicsFixed (actors);
std::vector< std::pair<std::string, Ogre::Vector3> >::iterator player = vectors.end();
for (std::vector< std::pair<std::string, Ogre::Vector3> >::iterator it = vectors.begin();
it!= vectors.end(); ++it)
{
if (it->first=="player")
{
player = it;
}
else
{
MWWorld::Ptr ptr = getPtrViaHandle (it->first);
moveObjectImp (ptr, it->second.x, it->second.y, it->second.z);
}
}
// Make sure player is moved last (otherwise the cell might change in the middle of an update
// loop)
if (player!=vectors.end())
{
if (moveObjectImp (getPtrViaHandle (player->first),
player->second.x, player->second.y, player->second.z) == true)
return; // abort the current loop if the cell has changed
}
}
} }
bool World::toggleCollisionMode() bool World::toggleCollisionMode()