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
@@ -514,7 +514,6 @@ namespace EMotionFX
AzToolsFramework::EditorEvents::Bus::Handler::BusConnect();
AzToolsFramework::EditorAnimationSystemRequestsBus::Handler::BusConnect();
AzToolsFramework::AssetBrowser::AssetBrowserInteractionNotificationBus::Handler::BusConnect();
m_updateTimer.Stamp();
// Register custom property handlers for the reflected property editor.
m_propertyHandlers = RegisterPropertyTypes();
@@ -604,15 +603,8 @@ namespace EMotionFX
}
//////////////////////////////////////////////////////////////////////////
void SystemComponent::OnTick(float delta, AZ::ScriptTimePoint timePoint)
void SystemComponent::OnTick(float delta, [[maybe_unused]]AZ::ScriptTimePoint timePoint)
{
AZ_UNUSED(timePoint);
#if defined (EMOTIONFXANIMATION_EDITOR)
AZ_UNUSED(delta);
delta = m_updateTimer.StampAndGetDeltaTimeInSeconds();
#endif
// Flush events prior to updating EMotion FX.
ActorNotificationBus::ExecuteQueuedEvents();