Removal and Replacement of the CryTimer (gEnv->pTimer) (#5409)

Replaced and removed the CryTimer (gEnv->pTimer). The new TimeSystem is a merger of the current time functionality found in the engine.

* Rename TimeSystemComponent.h/.cpp to TimeSystem.h/.cpp
* Adding New TimeSystem
* remove old timer cvars
* small improvements to the time system.
 - updated parts to use the time conversion functions.
 - in AdvanceTickDeltaTimes applying t_simulationTickScale is now uses doubles instead of floats.
* Replace gEnv->pTimer / ITimer usages with TimeSystem
* Updating usages of AZ::TimeMs{ 0 } and AZ::TimeUs{ 0 } to AZ::Time::ZeroTimeMs and AZ::Time::ZeroTimeUs
* red code the CryTimer
* using TimeUs instead of TimeMs is some cases + updating usages of old cvars to new

Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
This commit is contained in:
amzn-sean
2021-11-15 12:11:58 +00:00
committed by GitHub
parent 0ada8b335b
commit 38a03817bb
142 changed files with 1215 additions and 2090 deletions
+14 -9
View File
@@ -21,6 +21,8 @@
#include "Include/IObjectManager.h"
#include "Objects/EntityObject.h"
#include <AzCore/Time/ITime.h>
//////////////////////////////////////////////////////////////////////////
// Movie Callback.
//////////////////////////////////////////////////////////////////////////
@@ -499,25 +501,24 @@ void CAnimationContext::Update()
return;
}
ITimer* pTimer = GetIEditor()->GetSystem()->GetITimer();
const AZ::TimeUs frameDeltaTimeUs = AZ::GetSimulationTickDeltaTimeUs();
const float frameDeltaTime = AZ::TimeUsToSeconds(frameDeltaTimeUs);
if (!m_bAutoRecording)
{
AnimateActiveSequence();
float dt = pTimer->GetFrameTime();
m_currTime += dt * m_fTimeScale;
m_currTime += frameDeltaTime * m_fTimeScale;
if (!m_recording)
{
GetIEditor()->GetMovieSystem()->PreUpdate(dt);
GetIEditor()->GetMovieSystem()->PostUpdate(dt);
GetIEditor()->GetMovieSystem()->PreUpdate(frameDeltaTime);
GetIEditor()->GetMovieSystem()->PostUpdate(frameDeltaTime);
}
}
else
{
float dt = pTimer->GetFrameTime();
m_fRecordingCurrTime += dt * m_fTimeScale;
m_fRecordingCurrTime += frameDeltaTime * m_fTimeScale;
if (fabs(m_fRecordingCurrTime - m_currTime) > m_fRecordingTimeStep)
{
m_currTime += m_fRecordingTimeStep;
@@ -644,7 +645,9 @@ void CAnimationContext::OnPostRender()
{
SAnimContext ac;
ac.dt = 0;
ac.fps = GetIEditor()->GetSystem()->GetITimer()->GetFrameRate();
const AZ::TimeUs frameDeltaTimeUs = AZ::GetSimulationTickDeltaTimeUs();
const float frameDeltaTime = AZ::TimeUsToSeconds(frameDeltaTimeUs);
ac.fps = 1.0f / frameDeltaTime;
ac.time = m_currTime;
ac.singleFrame = true;
ac.forcePlay = true;
@@ -797,7 +800,9 @@ void CAnimationContext::AnimateActiveSequence()
SAnimContext ac;
ac.dt = 0;
ac.fps = GetIEditor()->GetSystem()->GetITimer()->GetFrameRate();
const AZ::TimeUs frameDeltaTimeUs = AZ::GetSimulationTickDeltaTimeUs();
const float frameDeltaTime = AZ::TimeUsToSeconds(frameDeltaTimeUs);
ac.fps = 1.0f / frameDeltaTime;
ac.time = m_currTime;
ac.singleFrame = true;
ac.forcePlay = true;