git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@81 92aac97c-a6ce-11dd-a772-7fcde58d38e6

This commit is contained in:
chappuis.daniel 2009-02-10 11:54:56 +00:00
parent 118c03fa8b
commit 4471d0b07f
4 changed files with 331 additions and 0 deletions

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Timer.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
Timer::Timer(const Time& initialTime, const Time& timeStep) throw(std::invalid_argument)
: timeStep(timeStep), time(initialTime), currentDisplayTime(Time(0.0)), deltatDisplayTime(Time(0.0)) {
// Check if the timestep is different from zero
if (timeStep.getValue() != 0.0) {
accumulator = 0.0;
isRunning = false;
}
else {
// We throw an exception
throw std::invalid_argument("Exception in Timer constructor : The timestep has to be different from zero");
}
}
// Copy-constructor
Timer::Timer(const Timer& timer)
: timeStep(timer.timeStep), time(timer.time), currentDisplayTime(timer.currentDisplayTime),
deltatDisplayTime(timer.deltatDisplayTime), accumulator(timer.accumulator) {
isRunning = timer.isRunning;
}
// Destructor
Timer::~Timer() {
}
// Update the timer
void Timer::update() {
// Update the current time of the physics engine
time.setValue(time.getValue() + timeStep.getValue());
// Update the accumulator value
accumulator -= timeStep.getValue();
}
// Compute and return the interpolation factor between two body states
double Timer::getInterpolationFactor() const {
// Compute and return the interpolation factor
return (accumulator / timeStep.getValue());
}
// Set the new currentDisplayTime value
void Timer::updateDisplayTime(const Time& newDisplayTime) {
// Compute the delta display time between two display frames
deltatDisplayTime.setValue(newDisplayTime.getValue() - currentDisplayTime.getValue());
// Update the current display time
currentDisplayTime = newDisplayTime;
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef TIMER_H
#define TIMER_H
// Libraries
#include "../physics/physics.h"
#include <stdexcept>
// Namespace ReactPhysics3D
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Timer :
This class will take care of the time in the physics engine.
-------------------------------------------------------------------
*/
class Timer {
private :
Time timeStep; // Timestep dt of the physics engine (timestep > 0.0)
Time time; // Current time of the physics engine
Time currentDisplayTime; // Current display time
Time deltatDisplayTime; // Current time difference between two display frames
double accumulator; // Used to fix the time step and avoid strange time effects
bool isRunning; // True if the timer is running
public :
Timer(const Time& initialTime, const Time& timeStep) throw(std::invalid_argument); // Constructor
Timer(const Timer& timer); // Copy-constructor
virtual ~Timer(); // Destructor
Time getTimeStep() const; // Return the timestep of the physics engine
void setTimeStep(const Time& timeStep) throw(std::invalid_argument); // Set the timestep of the physics engine
Time getTime() const; // Return the current time
void setTime(const Time& time); // Set the current time
bool getIsRunning() const; // Return if the timer is running
void setIsRunning(bool isRunning); // Set if the timer is running
double getAccumulator() const; // Return the accumulator value
void update(); // Update the timer
double getInterpolationFactor() const; // Compute and return the interpolation factor between two body states
void updateDisplayTime(const Time& newDisplayTime); // Set the new currentDisplayTime value
};
// --- Inline functions --- //
// Return the timestep of the physics engine
inline Time Timer::getTimeStep() const {
return timeStep;
}
// Set the timestep of the physics engine
inline void Timer::setTimeStep(const Time& timeStep) throw(std::invalid_argument) {
// Check if the timestep is different from zero
if (timeStep.getValue() != 0.0) {
this->timeStep = timeStep;
}
else {
// We throw an exception
throw std::invalid_argument("Exception in Timer : the timestep has to be different from zero");
}
}
// Return the current time
inline Time Timer::getTime() const {
return time;
}
// Set the current time
inline void Timer::setTime(const Time& time) {
this->time = time;
}
// Return if the timer is running
inline bool Timer::getIsRunning() const {
return isRunning;
}
// Set if the timer is running
inline void Timer::setIsRunning(bool isRunning) {
this->isRunning = isRunning;
}
// Return the accumulator value
inline double Timer::getAccumulator() const {
return accumulator;
}
} // End of the ReactPhysics3D namespace
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "World.h"
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
PhysicsWorld::PhysicsWorld(const Vector3D& gravity) : gravity(gravity) {
}
// Destructor
PhysicsWorld::~PhysicsWorld() {
}
// Add a body to the physics world
void PhysicsWorld::addBody(Body* body) throw(std::invalid_argument) {
// Check if the body pointer is not null
if (body != 0) {
// Check if the body pointer isn't already in the bodyList
for(std::vector<Body*>::iterator it = bodyList.begin(); it != bodyList.end(); ) {
if (*it == body) {
// The body is already in the bodyList, therefore we throw an exception
throw std::invalid_argument("Exception in PhysicsWorld::addBody() : The argument body is already in the PhysicsWorld");
}
}
// The body isn't already in the bodyList, therefore we add it to the list
bodyList.push_back(body);
}
else {
// Throw an exception
throw std::invalid_argument("Exception in PhysicsWorld::addBody() : The argument pointer cannot be NULL");
}
}
// Remove a body from the physics world
void PhysicsWorld::removeBody(Body const* const body) throw(std::invalid_argument) {
// Check if the body pointer is not null
if (body != 0) {
// Look for the body to remove in the bodyList
std::vector<Body*>::iterator it = bodyList.begin();
while(it != bodyList.end() && *it != body) {
// Increment the iterator
++it;
}
// If we have found the body to remove in the bodyList
if (*it == body) {
// Remove the body
bodyList.erase(it);
} else {
// The body is not in the bodyList, therfore we throw an exception
throw std::invalid_argument("Exception in PhysicsWorld::removeBody() : The argument body to remove is not in the PhysicsWorld");
}
}
else {
// Throw an exception
throw std::invalid_argument("Exception in PhysicsWorld::removeBody() : The argument pointer cannot be NULL");
}
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef WORLD_H
#define WORLD_H
// Libraries
#include <vector>
#include <stdexcept>
#include "../mathematics/mathematics.h"
#include "../body/Body.h"
// Namespace reactphysics3d
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class PhysicsWorld :
This is an abstract class that represents the world of the
physics engine. A physics world contains all the bodies of the physics
engine.
-------------------------------------------------------------------
*/
class PhysicsWorld {
private :
PhysicsWorld(const PhysicsWorld&); // Copy-constructor is private because we don't want it to be used
protected :
std::vector<Body*> bodyList; // list that contains all bodies of the physics world
Vector3D gravity; // Gravity vector of the world
public :
PhysicsWorld(const Vector3D& gravity); // Constructor
virtual ~PhysicsWorld(); // Destructor
void addBody(Body* body) throw(std::invalid_argument); // Add a body to the physics world
void removeBody(Body const* const body) throw(std::invalid_argument); // Remove a body from the physics world
};
} // End of the ReactPhysics3D namespace
#endif