Various improvements of NNWalkers demo.
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@@ -213,7 +213,8 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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CommonRigidBodyBase(helper),
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mPhysicsStepsPerSecondUpdated(false),
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mFramesPerSecondUpdated(false),
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mSolverIterationsUpdated(false) {
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mSolverIterationsUpdated(false),
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mIsHeadless(false){
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// main frame timer initialization
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mApplicationStart = mLoopTimer.getTimeMilliseconds(); /**!< Initialize when the application started running */
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@@ -541,7 +542,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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m_dynamicsWorld->getSolverInfo().m_numIterations = gSolverIterations; // set the number of solver iterations for iteration based solvers
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m_dynamicsWorld->setGravity(btVector3(0, -9.81f, 0)); // set gravity to -9.81
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m_dynamicsWorld->setGravity(btVector3(0, btScalar(-9.81f), 0)); // set gravity to -9.81
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}
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@@ -564,7 +565,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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void stepSimulation(float deltaTime){ // customly step the simulation
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do{
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// // settings
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// settings
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if(mPhysicsStepsPerSecondUpdated){
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changePhysicsStepsPerSecond(gPhysicsStepsPerSecond);
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mPhysicsStepsPerSecondUpdated = false;
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@@ -599,7 +600,6 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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if(mLoopTimer.getTimeSeconds() - speedUpPrintTimeStamp > 1){
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// on reset, we calculate the performed speed up
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double speedUp = ((double)performedTime*1000.0)/((double)(mLoopTimer.getTimeMilliseconds()-performanceTimestamp));
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// b3Printf("Avg Effective speedup: %f",speedUp);
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performedTime = 0;
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performanceTimestamp = mLoopTimer.getTimeMilliseconds();
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speedUpPrintTimeStamp = mLoopTimer.getTimeSeconds();
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@@ -617,7 +617,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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mModelStart = mLoopTimer.getTimeMilliseconds(); /**!< Begin with the model update (in Milliseconds)*/
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mLastGraphicsTick = mModelStart - mGraphicsStart; /**!< Update graphics timer (in Milliseconds) */
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if (gMaximumSpeed /** If maximum speed is enabled*/) {
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if (gMaximumSpeed) { /** If maximum speed is enabled*/
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performMaxStep();
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} else { /**!< This mode tries to progress as much time as it is expected from the game loop*/
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performSpeedStep();
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@@ -632,8 +632,8 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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mInputDt = mThisModelIteration - mInputClock;
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if (mInputDt >= gApplicationTick) {
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mInputClock = mThisModelIteration;
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// mInputHandler.injectInput(); /**!< Inject input into handlers */
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// mInputHandler.update(mInputClock); /**!< update elements that work on the current input state */
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//mInputHandler.injectInput(); /**!< Inject input into handlers */
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//mInputHandler.update(mInputClock); /**!< update elements that work on the current input state */
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}
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mGraphicsStart = mLoopTimer.getTimeMilliseconds(); /**!< Start the graphics update */
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@@ -655,7 +655,7 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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}
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virtual bool keyboardCallback(int key, int state)
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virtual bool keyboardCallback(int key, int state)
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{
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switch(key)
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{
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@@ -757,10 +757,9 @@ struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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for (int i = 0; i < subSteps; i++) { /**!< Perform the number of substeps to reach the timestep*/
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if (timeStep && m_dynamicsWorld) {
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// since we want to perform all proper steps, we perform no interpolated substeps
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int subSteps = 1;
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int subSteps = 1; // since we want to perform all proper steps, we perform no interpolated substeps
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m_dynamicsWorld->stepSimulation(btScalar(timeStep),
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m_dynamicsWorld->stepSimulation(btScalar(fixedPhysicsStepSizeSec),
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btScalar(subSteps), btScalar(fixedPhysicsStepSizeSec));
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}
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}
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