mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
smoothDelta is now come from Gdx's LwjglGraphics instead of AppLoader
This commit is contained in:
@@ -66,7 +66,6 @@ public class LwjglGraphics implements Graphics {
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// deltaTime kalman filter related variables
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private float kalmanEstimate = 1.0f/60.0f;
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private float kalmanReturnValue = kalmanEstimate;
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private float kalmanErrorCovariance = 1.0f;
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private final float kalmanErrorRate = 0.2f; // 0.2: empirical value
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private final float kalmanUpdateThreshold = 0.1f;
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@@ -119,7 +118,7 @@ public class LwjglGraphics implements Graphics {
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}
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public float getDeltaTime () {
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return kalmanReturnValue;
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return kalmanEstimate;
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}
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private void resetDeltaSmoothingHistory() {
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@@ -152,7 +151,7 @@ public class LwjglGraphics implements Graphics {
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//
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// It's not perfect but it works, much better than averaging.
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if (getMagnitudeDifference(deltaTime, kalmanReturnValue) >= 2.0) {
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if (getMagnitudeDifference(deltaTime, kalmanEstimate) >= 2.0) {
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resetDeltaSmoothingHistory();
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}
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@@ -171,8 +170,6 @@ public class LwjglGraphics implements Graphics {
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kalmanEstimate = newEstimate;
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kalmanErrorCovariance = newError;
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kalmanReturnValue = newEstimate;
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}
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}
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@@ -237,86 +237,11 @@ public class AppLoader implements ApplicationListener {
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updateFullscreenQuad(appConfig.width, appConfig.height);
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}
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private static double _kalman_xhat_k = UPDATE_RATE;
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private static double _kalman_return_value = _kalman_xhat_k;
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private static double _kalman_p_k = 1.0;
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private static final double _kalman_R = 0.2; // 0.2: empirical value
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private final double _KALMAN_UPDATE_THRE = 0.1;
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/**
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* Because fuck you GDX. (No, really; take a look at LwjglGraphics.java, getDeltaTime() and rawDeltaTime() are exactly the same)
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* @return Render delta that is smoothed out.
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*/
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public static double getSmoothDelta() {
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// kalman filter is calculated but not actually being used.
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// below is the kalman part
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return _kalman_return_value;
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}
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public static void resetDeltaSmoothingHistory() {
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_kalman_xhat_k = UPDATE_RATE;
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_kalman_p_k = 1.0;
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}
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/**
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* @link http://bilgin.esme.org/BitsAndBytes/KalmanFilterforDummies
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*/
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private void updateKalmanRenderDelta() {
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// TODO implement nonlinear kalman filter
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// The problem with this kalman filter is that it assumes most simplistic situation:
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// 1. the actual delta (measured delta - noise) is constant (that is, not constantly increasing or something)
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// 2. everything is linear
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// We may need to implement Extended Kalman Filter but what is Jacobian, I suck at maths.
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//
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// Instead, this implementation will reset itself when difference in magnitude between
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// old and new is greater than set value.
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//
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// It's not perfect but it works, much better than averaging.
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double observation = ((double) Gdx.graphics.getRawDeltaTime());
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if (getMul(observation, _kalman_return_value) >= 2.0) {
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resetDeltaSmoothingHistory();
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}
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// measurement value
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double _kalman_zed_k = observation;
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if (_kalman_zed_k <= _KALMAN_UPDATE_THRE) {
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// time update
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double _kalman_xhatminus_k = _kalman_xhat_k;
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double _kalman_pminus_k = _kalman_p_k;
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// measurement update
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double _kalman_gain = _kalman_pminus_k / (_kalman_pminus_k + _kalman_R);
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double _kalman_xhat_kNew = _kalman_xhatminus_k + _kalman_gain * (_kalman_zed_k - _kalman_xhatminus_k);
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double _kalman_p_kNew = (1.0 - _kalman_gain) * _kalman_pminus_k;
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_kalman_xhat_k = _kalman_xhat_kNew;
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_kalman_p_k = _kalman_p_kNew;
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_kalman_return_value = _kalman_xhat_kNew;
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}
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}
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private final double getMul_epsilon = 0.00001;
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// only for a > 0 && b > 0
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private double getMul(double a, double b) {
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if (a < getMul_epsilon || b < getMul_epsilon) {
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return a + b;
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}
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if (a > b) {
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return a / b;
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}
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else {
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return b / a;
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}
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// moved to LwjglGraphics
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}
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@Override
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@@ -327,9 +252,6 @@ public class AppLoader implements ApplicationListener {
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postInit();
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}
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// update smooth delta AFTER postInit
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updateKalmanRenderDelta();
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FrameBufferManager.begin(renderFBO);
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gdxClearAndSetBlend(.094f, .094f, .094f, 0f);
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setCameraPosition(0, 0);
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@@ -427,8 +349,6 @@ public class AppLoader implements ApplicationListener {
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updateFullscreenQuad(screenW, screenH);
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printdbg(this, "Resize event");
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resetDeltaSmoothingHistory();
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}
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@Override
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@@ -473,8 +393,6 @@ public class AppLoader implements ApplicationListener {
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}
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printdbg(this, "Screen transisiton complete: " + this.screen.getClass().getCanonicalName());
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resetDeltaSmoothingHistory();
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}
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private void postInit() {
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@@ -464,7 +464,7 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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override fun run() {
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var updateTries = 0
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while (ingame.updateDeltaCounter >= ingame.updateRate) {
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ingame.updateGame(AppLoader.getSmoothDelta().toFloat())
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ingame.updateGame(AppLoader.UPDATE_RATE.toFloat())
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ingame.updateDeltaCounter -= ingame.updateRate
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updateTries++
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@@ -1090,7 +1090,7 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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playableActorDelegate = newActor
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WorldSimulator(player, AppLoader.getSmoothDelta().toFloat())
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WorldSimulator(player, AppLoader.UPDATE_RATE.toFloat())
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}
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private fun changePossession(refid: Int) {
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@@ -1107,7 +1107,7 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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// accept new delegate
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playableActorDelegate = PlayableActorDelegate(getActorByID(refid) as ActorHumanoid)
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playableActorDelegate!!.actor.collisionType = ActorWithPhysics.COLLISION_KINEMATIC
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WorldSimulator(player, AppLoader.getSmoothDelta().toFloat())
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WorldSimulator(player, AppLoader.UPDATE_RATE.toFloat())
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}
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/** Send message to notifier UI and toggle the UI as opened. */
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@@ -400,7 +400,7 @@ object Terrarum : Screen {
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override fun render(delta: Float) {
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AppLoader.debugTimers["GDX.rawDelta"] = Gdx.graphics.rawDeltaTime.times(1000_000_000f).toLong()
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AppLoader.debugTimers["GDX.smtDelta"] = AppLoader.getSmoothDelta().times(1000_000_000f).toLong()
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AppLoader.debugTimers["GDX.smtDelta"] = Gdx.graphics.deltaTime.times(1000_000_000f).toLong()
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AppLoader.getINSTANCE().screen.render(delta)
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}
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@@ -475,7 +475,7 @@ object Terrarum : Screen {
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get() = Gdx.input.y
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/** Delta converted as it it was a FPS */
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inline val updateRate: Double
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get() = 1.0 / AppLoader.getSmoothDelta()
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get() = 1.0 / Gdx.graphics.deltaTime
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/**
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* Usage:
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*
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@@ -203,7 +203,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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override fun render(delta: Float) {
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// async update and render
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val dt = AppLoader.getSmoothDelta()
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val dt = Gdx.graphics.deltaTime
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updateAkku += dt
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var i = 0L
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@@ -4,7 +4,6 @@ import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.graphics.Color
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import com.jme3.math.FastMath
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.AppLoader
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import net.torvald.terrarum.Second
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.modulebasegame.gameworld.WorldTime
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@@ -64,9 +63,9 @@ object BlockPropUtil {
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internal fun dynamicLumFuncTickClock() {
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// FPS-time compensation
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if (Gdx.graphics.framesPerSecond > 0) {
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flickerFuncX += AppLoader.getSmoothDelta().toFloat() * 1000f
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breathFuncX += AppLoader.getSmoothDelta().toFloat() * 1000f
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pulsateFuncX += AppLoader.getSmoothDelta().toFloat() * 1000f
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flickerFuncX += Gdx.graphics.deltaTime * 1000f
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breathFuncX += Gdx.graphics.deltaTime * 1000f
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pulsateFuncX += Gdx.graphics.deltaTime * 1000f
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}
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// flicker-related vars
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@@ -344,7 +344,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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inline val feetPosTile: IntArray
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get() = intArrayOf(hIntTilewiseHitbox.centeredX.floorInt(), hIntTilewiseHitbox.endY.floorInt())
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override fun run() = update(AppLoader.getSmoothDelta().toFloat())
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override fun run() = update(AppLoader.UPDATE_RATE.toFloat())
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/**
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* Add vector value to the velocity, in the time unit of single frame.
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@@ -131,10 +131,10 @@ class IngameController(val ingame: Ingame) : InputAdapter() {
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if (ingame.uiContainer.map { if ((it.isOpening || it.isOpened) && it.mouseUp) 1 else 0 }.sum() == 0) { // no UI on the mouse, right?
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if (button == AppLoader.getConfigInt("mouseprimary")) {
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ingame.worldPrimaryClickEnd(AppLoader.getSmoothDelta().toFloat())
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ingame.worldPrimaryClickEnd(AppLoader.UPDATE_RATE.toFloat())
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}
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if (button == AppLoader.getConfigInt("mousesecondary")) {
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ingame.worldSecondaryClickEnd(AppLoader.getSmoothDelta().toFloat())
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ingame.worldSecondaryClickEnd(AppLoader.UPDATE_RATE.toFloat())
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}
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}
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}
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@@ -172,10 +172,10 @@ class IngameController(val ingame: Ingame) : InputAdapter() {
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if (ingame.uiContainer.map { if ((it.isOpening || it.isOpened) && it.mouseUp) 1 else 0 }.sum() == 0) { // no UI on the mouse, right?
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if (button == AppLoader.getConfigInt("mouseprimary")) {
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ingame.worldPrimaryClickStart(AppLoader.getSmoothDelta().toFloat())
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ingame.worldPrimaryClickStart(AppLoader.UPDATE_RATE.toFloat())
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}
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if (button == AppLoader.getConfigInt("mousesecondary")) {
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ingame.worldSecondaryClickStart(AppLoader.getSmoothDelta().toFloat())
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ingame.worldSecondaryClickStart(AppLoader.UPDATE_RATE.toFloat())
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}
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}
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}
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@@ -425,7 +425,6 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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}
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private var countdownToDeltaReset = 15 // number of frames
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private var updateAkku = 0.0
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override fun render(delta: Float) {
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@@ -447,19 +446,10 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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gameFullyLoaded = true
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}
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if (countdownToDeltaReset >= 0) {
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if (countdownToDeltaReset == 0) {
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AppLoader.resetDeltaSmoothingHistory()
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}
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countdownToDeltaReset -= 1
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}
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// ASYNCHRONOUS UPDATE AND RENDER //
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/** UPDATE CODE GOES HERE */
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val dt = AppLoader.getSmoothDelta()
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val dt = Gdx.graphics.deltaTime
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updateAkku += dt
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var i = 0L
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@@ -477,10 +467,6 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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AppLoader.debugTimers["Ingame.render-Light"] =
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(AppLoader.debugTimers["Ingame.render"] as Long) - ((AppLoader.debugTimers["Renderer.LightTotal"] as? Long) ?: 0)
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AppLoader.debugTimers["Gdx.deltaRaw"] = Gdx.graphics.rawDeltaTime.times(1_000_000_000).toLong()
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AppLoader.debugTimers["Gdx.deltaSmt"] = Gdx.graphics.deltaTime.times(1_000_000_000).toLong()
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}
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protected fun updateGame(delta: Float) {
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@@ -211,7 +211,7 @@ class ActorInventory(val actor: Pocketed, var maxCapacity: Int, var capacityMode
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actor.avStrength / 1000.0
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else
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1.0 // TODO variable: scale, strength
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val swingDmgToFrameDmg = AppLoader.getSmoothDelta().toFloat().toDouble() / actor.actorValue.getAsDouble(AVKey.ACTION_INTERVAL)!!
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val swingDmgToFrameDmg = AppLoader.UPDATE_RATE.toFloat().toDouble() / actor.actorValue.getAsDouble(AVKey.ACTION_INTERVAL)!!
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// damage the item
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newItem.durability -= (baseDamagePerSwing * swingDmgToFrameDmg).toFloat()
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@@ -23,7 +23,7 @@ open class ParticleBase(renderOrder: Actor.RenderOrder, val despawnUponCollision
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/** Will NOT actually delete from the CircularArray */
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@Volatile var flagDespawn = false
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override fun run() = update(AppLoader.getSmoothDelta().toFloat())
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override fun run() = update(AppLoader.UPDATE_RATE.toFloat())
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var isNoSubjectToGrav = false
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var dragCoefficient = 3.0
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@@ -28,7 +28,7 @@ interface Pocketed {
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}
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inventory.itemEquipped[item.equipPosition] = null
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item.effectOnUnequip(AppLoader.getSmoothDelta().toFloat())
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item.effectOnUnequip(AppLoader.UPDATE_RATE.toFloat())
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}
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// no need for equipSlot(Int)
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@@ -50,7 +50,7 @@ interface Pocketed {
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if (item.equipPosition >= 0) {
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inventory.itemEquipped[item.equipPosition] = item
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item.effectWhenEquipped(AppLoader.getSmoothDelta().toFloat())
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item.effectWhenEquipped(AppLoader.UPDATE_RATE.toFloat())
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}
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// else do nothing
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}
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@@ -69,13 +69,13 @@ interface Pocketed {
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fun consumePrimary(item: GameItem) {
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if (item.startPrimaryUse(AppLoader.getSmoothDelta().toFloat())) {
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if (item.startPrimaryUse(AppLoader.UPDATE_RATE.toFloat())) {
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inventory.consumeItem(this as Actor, item) // consume on successful
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}
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}
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fun consumeSecondary(item: GameItem) {
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if (item.startSecondaryUse(AppLoader.getSmoothDelta().toFloat()))
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if (item.startSecondaryUse(AppLoader.UPDATE_RATE.toFloat()))
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inventory.consumeItem(this as Actor, item) // consume on successful
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}
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}
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@@ -10,13 +10,13 @@ class ThreadActorUpdate(val startIndex: Int, val endIndex: Int) : Runnable {
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override fun run() {
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for (i in startIndex..endIndex) {
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val it = Terrarum.ingame!!.actorContainer[i]
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it.update(AppLoader.getSmoothDelta().toFloat())
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it.update(AppLoader.UPDATE_RATE.toFloat())
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if (it is Pocketed) {
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it.inventory.forEach { inventoryEntry ->
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inventoryEntry.item.effectWhileInPocket(AppLoader.getSmoothDelta().toFloat())
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inventoryEntry.item.effectWhileInPocket(AppLoader.UPDATE_RATE.toFloat())
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if (it.equipped(inventoryEntry.item)) {
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inventoryEntry.item.effectWhenEquipped(AppLoader.getSmoothDelta().toFloat())
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inventoryEntry.item.effectWhenEquipped(AppLoader.UPDATE_RATE.toFloat())
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}
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}
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}
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