Modifications of the Timer class to allow the user to start and stop the simulation correctly

git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@375 92aac97c-a6ce-11dd-a772-7fcde58d38e6
This commit is contained in:
chappuis.daniel 2010-08-18 14:50:36 +00:00
parent 859d8e409b
commit 5277426ff8
4 changed files with 129 additions and 137 deletions

View File

@ -22,14 +22,21 @@
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
using namespace std;
// Constructor
PhysicsEngine::PhysicsEngine(PhysicsWorld* world, double timeStep) throw (std::invalid_argument)
: world(world), timer(0.0, timeStep), collisionDetection(world), constraintSolver(world) {
PhysicsEngine::PhysicsEngine(PhysicsWorld* world, double timeStep) throw (invalid_argument)
: world(world), timer(timeStep), collisionDetection(world), constraintSolver(world) {
// Check if the pointer to the world is not NULL
if (world == 0) {
// Throw an exception
throw std::invalid_argument("Exception in PhysicsEngine constructor : World pointer cannot be NULL");
throw invalid_argument("Error : The argument world to the PhysicsEngine constructor cannot be NULL");
}
// Check if the timeStep is positive
if (timeStep <= 0.0) {
// Throw an exception
throw invalid_argument("Error : The timeStep argument to the PhysicsEngine constructor have to be greater than zero");
}
}
@ -38,15 +45,21 @@ PhysicsEngine::~PhysicsEngine() {
}
void PhysicsEngine::update() {
// Update the physics simulation
void PhysicsEngine::update() throw (logic_error) {
bool existCollision = false;
// Check that the timer is running
if (timer.getIsRunning()) {
// Compute the time since the last update() call and update the timer
timer.update();
// Apply the gravity force to all bodies
applyGravity();
// While the time accumulator is not empty
while(timer.getAccumulator() >= timer.getTimeStep()) {
while(timer.isPossibleToTakeStep()) {
existCollision = false;
// Compute the collision detection
if (collisionDetection.computeCollisionDetection()) {
@ -57,7 +70,7 @@ void PhysicsEngine::update() {
}
// Update the timer
timer.update();
timer.nextStep();
// Update the position and orientation of each body
updateAllBodiesMotion();
@ -71,6 +84,10 @@ void PhysicsEngine::update() {
world->clearAddedAndRemovedBodies();
}
}
else { // Call to update() but the timer is not running
// Throw an exception
throw logic_error("Error : The PhysicsEngine::start() method have to be called before calling PhysicsEngine::update()");
}
}
// Compute the motion of all bodies and update their positions and orientations
@ -88,7 +105,7 @@ void PhysicsEngine::updateAllBodiesMotion() {
Vector3D newAngularVelocity;
// For each body of thephysics world
for (std::vector<Body*>::iterator it=world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); it++) {
for (vector<Body*>::iterator it=world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); it++) {
RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
assert(rigidBody);
@ -155,7 +172,7 @@ void PhysicsEngine::updateAllBodiesMotion() {
void PhysicsEngine::applyGravity() {
// For each body of the physics world
for (std::vector<Body*>::iterator it=world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); it++) {
for (vector<Body*>::iterator it=world->getBodiesBeginIterator(); it != world->getBodiesEndIterator(); it++) {
RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
assert(rigidBody);

View File

@ -47,35 +47,23 @@ class PhysicsEngine {
void updatePositionAndOrientationOfBody(Body* body, const Vector3D& newLinVelocity, const Vector3D& newAngVelocity); // Update the position and orientation of a body
void applyGravity(); // Apply the gravity force to all bodies
public :
PhysicsEngine(PhysicsWorld* world, double timeStep) throw (std::invalid_argument); // Constructor
~PhysicsEngine(); // Destructor
PhysicsEngine(PhysicsWorld* world, double timeStep) throw (std::invalid_argument); // Constructor
~PhysicsEngine(); // Destructor
void start(); // Start the physics simulation
void stop(); // Stop the physics simulation
void update(); // Update the physics simulation
void initializeDisplayTime(long double displayTime); // Initialize the display time
void updateDisplayTime(long double newDisplayTime); // Update the display time
void start(); // Start the physics simulation
void stop(); // Stop the physics simulation
void update() throw (std::logic_error); // Update the physics simulation
};
// --- Inline functions --- //
// Start the physics simulation
inline void PhysicsEngine::start() {
timer.setIsRunning(true);
timer.start();
}
inline void PhysicsEngine::stop() {
timer.setIsRunning(false);
}
// Initialize the display time
inline void PhysicsEngine::initializeDisplayTime(long double displayTime) {
timer.setCurrentDisplayTime(displayTime);
}
// Update the display time
inline void PhysicsEngine::updateDisplayTime(long double newDisplayTime) {
timer.updateDisplayTime(newDisplayTime);
timer.stop();
}
}

View File

@ -1,21 +1,21 @@
/****************************************************************************
* 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 Lesser 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 Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
* 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 Lesser 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 Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Timer.h"
@ -24,25 +24,8 @@
using namespace reactphysics3d;
// Constructor
Timer::Timer(long double initialTime, double timeStep) throw(std::invalid_argument)
: timeStep(timeStep), time(initialTime), currentDisplayTime(0.0), deltaDisplayTime(0.0) {
// Check if the timestep is different from zero
if (timeStep != 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),
deltaDisplayTime(timer.deltaDisplayTime), accumulator(timer.accumulator) {
isRunning = timer.isRunning;
Timer::Timer(double timeStep) : timeStep(timeStep), isRunning(false) {
assert(timeStep > 0.0);
}
// Destructor

View File

@ -1,31 +1,33 @@
/****************************************************************************
* 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 Lesser 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 Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
* 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 Lesser 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 Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef TIMER_H
#define TIMER_H
#ifndef TIMER_H
#define TIMER_H
// Libraries
#include <stdexcept>
#include <iostream>
// Libraries
#include <stdexcept>
#include <iostream>
#include <ctime>
#include <cassert>
// Namespace ReactPhysics3D
namespace reactphysics3d {
// Namespace ReactPhysics3D
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Timer :
@ -36,28 +38,25 @@ class Timer {
private :
double timeStep; // Timestep dt of the physics engine (timestep > 0.0)
long double time; // Current time of the physics engine
long double currentDisplayTime; // Current display time
long double deltaDisplayTime; // Current time difference between two display frames
long double lastUpdateTime; // Last time the timer has been updated
long double deltaTime; // Time difference between the two last timer update() calls
double accumulator; // Used to fix the time step and avoid strange time effects
bool isRunning; // True if the timer is running
public :
Timer(long double initialTime, double timeStep) throw(std::invalid_argument); // Constructor
Timer(const Timer& timer); // Copy-constructor
virtual ~Timer(); // Destructor
Timer(double timeStep); // Constructor
virtual ~Timer(); // Destructor
double getTimeStep() const; // Return the timestep of the physics engine
void setTimeStep(double timeStep) throw(std::invalid_argument); // Set the timestep of the physics engine
long double getTime() const; // Return the current time
void setTime(long double 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 setCurrentDisplayTime(long double displayTime); // Set the current display time
void update(); // Update the timer by adding some time value (or timeStep by default) to the current time
double getTimeStep() const; // Return the timestep of the physics engine
void setTimeStep(double timeStep) throw(std::invalid_argument); // Set the timestep of the physics engine
long double getTime() const; // Return the current time
void start(); // Start the timer
void stop(); // Stop the timer
bool getIsRunning() const; // Return true if the timer is running
bool isPossibleToTakeStep() const; // True if it's possible to take a new step
void update(); // Compute the time since the last update() call and add it to the accumulator
void nextStep(); // Take a new step => update the timer by adding the timeStep value to the current time
double getInterpolationFactor() const; // Compute and return the interpolation factor between two body states
void updateDisplayTime(long double newDisplayTime); // Set the new currentDisplayTime value
};
// --- Inline functions --- //
@ -84,59 +83,64 @@ inline long double Timer::getTime() const {
return time;
}
// Set the current time
inline void Timer::setTime(long double 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;
}
// Set the current display time
inline void Timer::setCurrentDisplayTime(long double currentDisplayTime) {
this->currentDisplayTime = currentDisplayTime;
}
// Update the timer by adding the timeStep to the current time
inline void Timer::update() {
// Check if the timer is running
if (isRunning) {
// Update the current time of the physics engine
time += timeStep;
// Update the accumulator value
accumulator -= timeStep;
// Start the timer
inline void Timer::start() {
if (!isRunning) {
// Initialize the lastUpdateTime with the current time in seconds
lastUpdateTime = std::clock() / double(CLOCKS_PER_SEC);
accumulator = 0.0;
isRunning = true;
}
}
// Stop the timer
inline void Timer::stop() {
if (isRunning) {
isRunning = false;
}
}
// True if it's possible to take a new step
inline bool Timer::isPossibleToTakeStep() const {
return accumulator >= timeStep;
}
// Take a new step => update the timer by adding the timeStep value to the current time
inline void Timer::nextStep() {
assert(isRunning);
// Update the current time of the physics engine
time += timeStep;
// Update the accumulator value
accumulator -= timeStep;
}
// Compute and return the interpolation factor between two body states
inline double Timer::getInterpolationFactor() const {
// Compute and return the interpolation factor
return (accumulator / timeStep);
}
// Set the new currentDisplayTime value
inline void Timer::updateDisplayTime(long double newDisplayTime) {
// Compute the time since the last update() call and add it to the accumulator
inline void Timer::update() {
// Compute the current time is seconds
long double currentTime = std::clock() / double(CLOCKS_PER_SEC);
// Compute the delta display time between two display frames
deltaDisplayTime = newDisplayTime - currentDisplayTime;
deltaTime = currentTime - lastUpdateTime;
// Update the current display time
currentDisplayTime = newDisplayTime;
lastUpdateTime = currentTime;
// Update the accumulator value
accumulator += deltaDisplayTime;
accumulator += deltaTime;
}
} // End of the ReactPhysics3D namespace