BulletSim: rework physics FPS calculation to make a more realistic number.

integration
Robert Adams 2012-08-14 16:20:07 -07:00
parent ebbf349c6a
commit 11a4b9ec1d
1 changed files with 8 additions and 3 deletions

View File

@ -413,7 +413,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// prevent simulation until we've been initialized
if (!m_initialized) return 10.0f;
long simulateStartTime = Util.EnvironmentTickCount();
int simulateStartTime = Util.EnvironmentTickCount();
// update the prim states while we know the physics engine is not busy
ProcessTaints();
@ -511,8 +511,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
// long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
// return (timeStep * (float)simulateTotalTime);
// TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
// TODO: FIX THIS: fps calculation possibly wrong.
// This calculation says 1/timeStep is the ideal frame rate. Any time added to
// that by the physics simulation gives a slower frame rate.
long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
if (totalSimulationTime >= timeStep)
return 0;
return 1f / (timeStep + totalSimulationTime);
}
// Something has collided