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:
@@ -13,7 +13,6 @@
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#include "AnimationContext.h"
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#include <LyShine/Animation/IUiAnimation.h>
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#include "ITimer.h"
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#include "GameEngine.h"
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#include "Objects/SelectionGroup.h"
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@@ -29,6 +28,27 @@
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#include "IPostRenderer.h"
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#include "UiEditorAnimationBus.h"
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#include <AzCore/Time/ITime.h>
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namespace Internal
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{
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float GetFrameDeltaTime()
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{
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const AZ::TimeUs frameDeltaTimeMs = AZ::GetSimulationTickDeltaTimeUs();
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return AZ::TimeUsToSeconds(frameDeltaTimeMs);
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}
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float GetFrameRate()
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{
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const float deltaTime = GetFrameDeltaTime();
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if (AZ::IsClose(deltaTime, 0.0f))
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{
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return 0.0f;
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}
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return 1.0f / deltaTime;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// Animation Callback.
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//////////////////////////////////////////////////////////////////////////
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@@ -380,17 +400,15 @@ void CUiAnimationContext::Update()
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return;
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}
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ITimer* pTimer = GetIEditor()->GetSystem()->GetITimer();
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AnimateActiveSequence();
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float dt = pTimer->GetFrameTime();
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m_currTime += dt * m_fTimeScale;
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const float frameDeltaTime = Internal::GetFrameDeltaTime();
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m_currTime += frameDeltaTime * m_fTimeScale;
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if (!m_recording)
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{
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GetUiAnimationSystem()->PreUpdate(dt);
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GetUiAnimationSystem()->PostUpdate(dt);
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GetUiAnimationSystem()->PreUpdate(frameDeltaTime);
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GetUiAnimationSystem()->PostUpdate(frameDeltaTime);
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}
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if (m_currTime > m_timeMarker.end)
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@@ -444,7 +462,7 @@ void CUiAnimationContext::OnPostRender()
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{
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SUiAnimContext ac;
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ac.dt = 0;
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ac.fps = GetIEditor()->GetSystem()->GetITimer()->GetFrameRate();
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ac.fps = Internal::GetFrameRate();
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ac.time = m_currTime;
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ac.bSingleFrame = true;
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ac.bForcePlay = true;
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@@ -586,7 +604,7 @@ void CUiAnimationContext::AnimateActiveSequence()
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SUiAnimContext ac;
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ac.dt = 0;
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ac.fps = GetIEditor()->GetSystem()->GetITimer()->GetFrameRate();
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ac.fps = Internal::GetFrameRate();
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ac.time = m_currTime;
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ac.bSingleFrame = true;
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ac.bForcePlay = true;
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