Files
RobustToolbox/Robust.Client/Physics/PhysicsSystem.cs
T
00fbefa4e5 Physics caching go brrt (#1307)
* Physics caching go brrt

* Minor optimisation

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-09 11:40:02 +02:00

36 lines
980 B
C#

using System;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
namespace Robust.Client.Physics
{
[UsedImplicitly]
public class PhysicsSystem : SharedPhysicsSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
private TimeSpan _lastRem;
public override void Update(float frameTime)
{
_lastRem = _gameTiming.CurTime;
SimulateWorld(frameTime, !_gameTiming.InSimulation || !_gameTiming.IsFirstTimePredicted);
}
public override void FrameUpdate(float frameTime)
{
if (_lastRem > _gameTiming.TickRemainder)
{
_lastRem = TimeSpan.Zero;
}
var diff = _gameTiming.TickRemainder - _lastRem;
_lastRem = _gameTiming.TickRemainder;
SimulateWorld((float) diff.TotalSeconds, true);
}
}
}