git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@81 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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85
sources/reactphysics3d/engine/Timer.cpp
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sources/reactphysics3d/engine/Timer.cpp
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "Timer.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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Timer::Timer(const Time& initialTime, const Time& timeStep) throw(std::invalid_argument)
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: timeStep(timeStep), time(initialTime), currentDisplayTime(Time(0.0)), deltatDisplayTime(Time(0.0)) {
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// Check if the timestep is different from zero
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if (timeStep.getValue() != 0.0) {
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accumulator = 0.0;
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isRunning = false;
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}
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else {
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// We throw an exception
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throw std::invalid_argument("Exception in Timer constructor : The timestep has to be different from zero");
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}
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}
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// Copy-constructor
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Timer::Timer(const Timer& timer)
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: timeStep(timer.timeStep), time(timer.time), currentDisplayTime(timer.currentDisplayTime),
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deltatDisplayTime(timer.deltatDisplayTime), accumulator(timer.accumulator) {
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isRunning = timer.isRunning;
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}
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// Destructor
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Timer::~Timer() {
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}
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// Update the timer
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void Timer::update() {
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// Update the current time of the physics engine
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time.setValue(time.getValue() + timeStep.getValue());
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// Update the accumulator value
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accumulator -= timeStep.getValue();
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}
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// Compute and return the interpolation factor between two body states
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double Timer::getInterpolationFactor() const {
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// Compute and return the interpolation factor
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return (accumulator / timeStep.getValue());
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}
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// Set the new currentDisplayTime value
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void Timer::updateDisplayTime(const Time& newDisplayTime) {
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// Compute the delta display time between two display frames
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deltatDisplayTime.setValue(newDisplayTime.getValue() - currentDisplayTime.getValue());
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// Update the current display time
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currentDisplayTime = newDisplayTime;
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}
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108
sources/reactphysics3d/engine/Timer.h
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108
sources/reactphysics3d/engine/Timer.h
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef TIMER_H
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#define TIMER_H
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// Libraries
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#include "../physics/physics.h"
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#include <stdexcept>
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// Namespace ReactPhysics3D
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class Timer :
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This class will take care of the time in the physics engine.
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-------------------------------------------------------------------
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*/
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class Timer {
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private :
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Time timeStep; // Timestep dt of the physics engine (timestep > 0.0)
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Time time; // Current time of the physics engine
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Time currentDisplayTime; // Current display time
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Time deltatDisplayTime; // Current time difference between two display frames
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double accumulator; // Used to fix the time step and avoid strange time effects
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bool isRunning; // True if the timer is running
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public :
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Timer(const Time& initialTime, const Time& timeStep) throw(std::invalid_argument); // Constructor
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Timer(const Timer& timer); // Copy-constructor
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virtual ~Timer(); // Destructor
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Time getTimeStep() const; // Return the timestep of the physics engine
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void setTimeStep(const Time& timeStep) throw(std::invalid_argument); // Set the timestep of the physics engine
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Time getTime() const; // Return the current time
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void setTime(const Time& time); // Set the current time
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bool getIsRunning() const; // Return if the timer is running
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void setIsRunning(bool isRunning); // Set if the timer is running
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double getAccumulator() const; // Return the accumulator value
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void update(); // Update the timer
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double getInterpolationFactor() const; // Compute and return the interpolation factor between two body states
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void updateDisplayTime(const Time& newDisplayTime); // Set the new currentDisplayTime value
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};
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// --- Inline functions --- //
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// Return the timestep of the physics engine
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inline Time Timer::getTimeStep() const {
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return timeStep;
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}
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// Set the timestep of the physics engine
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inline void Timer::setTimeStep(const Time& timeStep) throw(std::invalid_argument) {
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// Check if the timestep is different from zero
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if (timeStep.getValue() != 0.0) {
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this->timeStep = timeStep;
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}
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else {
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// We throw an exception
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throw std::invalid_argument("Exception in Timer : the timestep has to be different from zero");
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}
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}
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// Return the current time
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inline Time Timer::getTime() const {
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return time;
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}
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// Set the current time
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inline void Timer::setTime(const Time& time) {
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this->time = time;
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}
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// Return if the timer is running
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inline bool Timer::getIsRunning() const {
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return isRunning;
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}
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// Set if the timer is running
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inline void Timer::setIsRunning(bool isRunning) {
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this->isRunning = isRunning;
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}
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// Return the accumulator value
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inline double Timer::getAccumulator() const {
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return accumulator;
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}
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} // End of the ReactPhysics3D namespace
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#endif
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81
sources/reactphysics3d/engine/World.cpp
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81
sources/reactphysics3d/engine/World.cpp
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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// Libraries
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#include "World.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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PhysicsWorld::PhysicsWorld(const Vector3D& gravity) : gravity(gravity) {
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}
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// Destructor
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PhysicsWorld::~PhysicsWorld() {
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}
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// Add a body to the physics world
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void PhysicsWorld::addBody(Body* body) throw(std::invalid_argument) {
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// Check if the body pointer is not null
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if (body != 0) {
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// Check if the body pointer isn't already in the bodyList
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for(std::vector<Body*>::iterator it = bodyList.begin(); it != bodyList.end(); ) {
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if (*it == body) {
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// The body is already in the bodyList, therefore we throw an exception
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throw std::invalid_argument("Exception in PhysicsWorld::addBody() : The argument body is already in the PhysicsWorld");
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}
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}
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// The body isn't already in the bodyList, therefore we add it to the list
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bodyList.push_back(body);
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}
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else {
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// Throw an exception
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throw std::invalid_argument("Exception in PhysicsWorld::addBody() : The argument pointer cannot be NULL");
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}
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}
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// Remove a body from the physics world
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void PhysicsWorld::removeBody(Body const* const body) throw(std::invalid_argument) {
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// Check if the body pointer is not null
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if (body != 0) {
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// Look for the body to remove in the bodyList
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std::vector<Body*>::iterator it = bodyList.begin();
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while(it != bodyList.end() && *it != body) {
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// Increment the iterator
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++it;
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}
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// If we have found the body to remove in the bodyList
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if (*it == body) {
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// Remove the body
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bodyList.erase(it);
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} else {
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// The body is not in the bodyList, therfore we throw an exception
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throw std::invalid_argument("Exception in PhysicsWorld::removeBody() : The argument body to remove is not in the PhysicsWorld");
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}
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}
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else {
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// Throw an exception
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throw std::invalid_argument("Exception in PhysicsWorld::removeBody() : The argument pointer cannot be NULL");
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}
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}
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57
sources/reactphysics3d/engine/World.h
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57
sources/reactphysics3d/engine/World.h
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef WORLD_H
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#define WORLD_H
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// Libraries
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#include <vector>
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#include <stdexcept>
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#include "../mathematics/mathematics.h"
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#include "../body/Body.h"
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// Namespace reactphysics3d
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class PhysicsWorld :
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This is an abstract class that represents the world of the
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physics engine. A physics world contains all the bodies of the physics
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engine.
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-------------------------------------------------------------------
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*/
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class PhysicsWorld {
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private :
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PhysicsWorld(const PhysicsWorld&); // Copy-constructor is private because we don't want it to be used
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protected :
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std::vector<Body*> bodyList; // list that contains all bodies of the physics world
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Vector3D gravity; // Gravity vector of the world
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public :
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PhysicsWorld(const Vector3D& gravity); // Constructor
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virtual ~PhysicsWorld(); // Destructor
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void addBody(Body* body) throw(std::invalid_argument); // Add a body to the physics world
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void removeBody(Body const* const body) throw(std::invalid_argument); // Remove a body from the physics world
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};
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} // End of the ReactPhysics3D namespace
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#endif
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