Reset snapshot frquency; fixed bug in rewind (which would stop with
the last event, and not rewind all the way back to the current time).
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2df97ebc39
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cd4a19e801
@ -86,7 +86,7 @@ void RewindManager::reset()
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#endif
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m_is_rewinding = false;
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m_overall_state_size = 0;
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m_state_frequency = 0.5f; // save 10 states a second
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m_state_frequency = 0.1f; // save 10 states a second
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m_last_saved_state = -9999.9f; // forces initial state save
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if(!m_enable_rewind_manager) return;
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@ -434,7 +434,8 @@ void RewindManager::playEventsTill(float time)
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void RewindManager::rewindTo(float rewind_time)
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{
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assert(!m_is_rewinding);
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Log::info("rewind", "Rewinding to %f", rewind_time);
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Log::info("rewind", "Rewinding to %f at %f", rewind_time,
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StkTime::getRealTime());
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history->doReplayHistory(History::HISTORY_NONE);
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// First find the state to which we need to rewind
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@ -500,7 +501,7 @@ void RewindManager::rewindTo(float rewind_time)
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// Now go forward through the list of rewind infos:
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// ------------------------------------------------
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while( world->getTime() < current_time && index !=m_rewind_info.end() )
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while( world->getTime() < current_time )
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{
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// Now handle all states and events at the current time before
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// updating the world:
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@ -529,8 +530,9 @@ void RewindManager::rewindTo(float rewind_time)
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}
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m_is_rewinding = false;
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Log::info("RewindManager", "Rewind from %f to %f finished.",
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rewind_time, World::getWorld()->getTime());
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Log::info("RewindManager", "Rewind from %f to %f finished at %f.",
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rewind_time, World::getWorld()->getTime(),
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StkTime::getRealTime());
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} // rewindTo
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// ----------------------------------------------------------------------------
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