git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@94 92aac97c-a6ce-11dd-a772-7fcde58d38e6
This commit is contained in:
parent
87627f856d
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@ -24,7 +24,7 @@
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using namespace reactphysics3d;
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using namespace reactphysics3d;
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// Constructor
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// Constructor
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DynamicEngine::DynamicEngine(DynamicsWorld& world, const Time& timeStep)
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DynamicEngine::DynamicEngine(DynamicWorld& world, const Time& timeStep)
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:PhysicsEngine(world, timeStep) {
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:PhysicsEngine(world, timeStep) {
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}
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}
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@ -40,23 +40,42 @@ DynamicEngine::~DynamicEngine() {
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}
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}
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// Compute the interpolation state between the previous body state and the current body state
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// This is used to avoid visual stuttering when the display and physics framerates are out of synchronization
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BodyState DynamicEngine::interpolateState(const BodyState& previousBodyState, const BodyState& currentBodyState) const {
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// Compute the interpolation factor
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double alpha = timer.getInterpolationFactor();
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// TODO : Implement this method
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}
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// Update the state of a rigid body
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// Update the state of a rigid body
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void DynamicEngine::updateBodyState(RigidBody* const rigidBody) {
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void DynamicEngine::updateBodyState(RigidBody* const rigidBody) {
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// TODO : Implement this method
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// The current body state of the body becomes the previous body state
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rigidBody->updatePreviousBodyState();
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// Integrate the current body state at time t to get the next state at time t + dt
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numericalIntegrator.integrate(rigidBody->getCurrentBodyState(), timer.getTime(), timer.getTimeStep());
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}
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}
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// Update the physics simulation
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// Update the physics simulation
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void DynamicEngine::update() {
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void DynamicEngine::update() {
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// TODO : Implement this method
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// While the time accumulator is not empty
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world.getBodyListStartIterator(); it != world.getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody) {
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// Update the state of the rigid body
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updateBodyState(rigidBody);
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}
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}
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// Update the timer
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timer.update();
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}
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// For each body in the dynamic world
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for(std::vector<Body*>::const_iterator it = world.getBodyListStartIterator(); it != world.getBodyListEndIterator(); ++it) {
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// If the body is a RigidBody
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody) {
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// Update the interpolation factor of the rigid body
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// This one will be used to compute the interpolated state
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rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
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}
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}
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}
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}
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@ -26,6 +26,8 @@
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#include "../body/Body.h"
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#include "../body/Body.h"
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#include "../body/RigidBody.h"
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#include "../body/RigidBody.h"
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#include "../body/BodyState.h"
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#include "../body/BodyState.h"
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#include "DynamicWorld.h"
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#include "../physics/physics.h"
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// Namespace ReactPhysics3D
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// Namespace ReactPhysics3D
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namespace reactphysics3d {
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namespace reactphysics3d {
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protected :
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protected :
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NumericalIntegrator numericalIntegrator; // Numerical integrator used to solve differential equations of movement
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NumericalIntegrator numericalIntegrator; // Numerical integrator used to solve differential equations of movement
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BodyState interpolateState(const BodyState& previousBodyState, const BodyState& currentBodyState) const; // Compute the interpolation state
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void updateBodyState(RigidBody* const rigidBody); // Update the state of a rigid body
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void updateBodyState(RigidBody* const rigidBody); // Update the state of a rigid body
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public :
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public :
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DynamicEngine(DynamicsWorld& world, const Time& timeStep); // Constructor
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DynamicEngine(DynamicWorld& world, const Time& timeStep); // Constructor
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DynamicEngine(const DynamicEngine& engine); // Copy-constructor
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DynamicEngine(const DynamicEngine& engine); // Copy-constructor
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virtual ~DynamicEngine(); // Destructor
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virtual ~DynamicEngine(); // Destructor
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@ -29,6 +29,12 @@ PhysicsEngine::PhysicsEngine(PhysicsWorld& world, const Time& timeStep)
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}
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}
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// Copy-constructor
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PhysicsEngine::PhysicsEngine(const PhysicsEngine& engine)
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:world(engine.world), timer(engine.timer) {
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}
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// Destructor
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// Destructor
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PhysicsEngine::~PhysicsEngine() {
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PhysicsEngine::~PhysicsEngine() {
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-------------------------------------------------------------------
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-------------------------------------------------------------------
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*/
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*/
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class PhysicsEngine {
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class PhysicsEngine {
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private :
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PhysicsEngine(const PhysicsEngine&); // Copy-constructor is private because we don't want it to be used
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protected :
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protected :
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PhysicsWorld world; // Physics world of the physics engine
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PhysicsWorld world; // Physics world of the physics engine
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Timer timer; // Timer of the physics engine
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Timer timer; // Timer of the physics engine
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public :
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public :
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PhysicsEngine(PhysicsWorld& world, const Time& timeStep); // Constructor
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PhysicsEngine(PhysicsWorld& world, const Time& timeStep); // Constructor
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virtual ~PhysicsEngine(); // Destructor
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PhysicsEngine(const PhysicsEngine& engine); // Copy-constructor
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virtual ~PhysicsEngine(); // Destructor
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virtual void update()=0; // Update the physics simulation
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virtual void update()=0; // Update the physics simulation
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};
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};
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// Check if the body pointer is not null
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// Check if the body pointer is not null
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if (body != 0) {
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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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// 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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for(std::vector<Body*>::iterator it = bodyList.begin(); it != bodyList.end(); ++it) {
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if (*it == body) {
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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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// 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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throw std::invalid_argument("Exception in PhysicsWorld::addBody() : The argument body is already in the PhysicsWorld");
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void addBody(Body* body) throw(std::invalid_argument); // Add a body to the physics world
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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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void removeBody(Body const* const body) throw(std::invalid_argument); // Remove a body from the physics world
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Vector3D getGravity() const; // Return the gravity vector of the world
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std::vector<Body*>::const_iterator getBodyListStartIterator() const; // Return a start iterator on the body list
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std::vector<Body*>::const_iterator getBodyListEndIterator() const; // Return a end iterator on the body list
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};
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};
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// --- Inline functions --- //
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// Return the gravity vector of the world
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inline Vector3D PhysicsWorld::getGravity() const {
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return gravity;
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}
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// Return a start iterator on the body list
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inline std::vector<Body*>::const_iterator PhysicsWorld::getBodyListStartIterator() const {
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// Return an iterator on the start of the body list
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return bodyList.begin();
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}
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// Return a end iterator on the body list
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inline std::vector<Body*>::const_iterator PhysicsWorld::getBodyListEndIterator() const {
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// Return an iterator on the end of the body list
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return bodyList.end();
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}
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} // End of the ReactPhysics3D namespace
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} // End of the ReactPhysics3D namespace
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#endif
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#endif
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/****************************************************************************
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* This file is part of ReactPhysics3D. *
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* *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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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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* 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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* 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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* (at your option) any later version. *
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* *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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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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* 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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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* GNU General Public License for more details. *
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* *
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* *
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* You should have received a copy of the GNU General Public License *
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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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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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***************************************************************************/
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// Libraries
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// Libraries
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#include "Timer.h"
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#include "Timer.h"
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// We want to use the ReactPhysics3D namespace
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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using namespace reactphysics3d;
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// Constructor
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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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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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: timeStep(timeStep), time(initialTime), currentDisplayTime(Time(0.0)), deltaDisplayTime(Time(0.0)) {
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// Check if the timestep is different from zero
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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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if (timeStep.getValue() != 0.0) {
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accumulator = 0.0;
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accumulator = 0.0;
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// We throw an exception
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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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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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}
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}
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// Copy-constructor
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// Copy-constructor
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Timer::Timer(const Timer& timer)
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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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: timeStep(timer.timeStep), time(timer.time), currentDisplayTime(timer.currentDisplayTime),
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deltatDisplayTime(timer.deltatDisplayTime), accumulator(timer.accumulator) {
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deltaDisplayTime(timer.deltaDisplayTime), accumulator(timer.accumulator) {
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isRunning = timer.isRunning;
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isRunning = timer.isRunning;
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}
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}
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}
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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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Time timeStep; // Timestep dt of the physics engine (timestep > 0.0)
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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 time; // Current time of the physics engine
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Time currentDisplayTime; // Current display time
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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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Time deltaDisplayTime; // 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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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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bool isRunning; // True if the timer is running
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return accumulator;
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return accumulator;
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}
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}
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} // End of the ReactPhysics3D namespace
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// Update the timer
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inline 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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inline 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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inline void Timer::updateDisplayTime(const Time& newDisplayTime) {
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// Compute the delta display time between two display frames
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deltaDisplayTime.setValue(newDisplayTime.getValue() - currentDisplayTime.getValue());
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// Update the current display time
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currentDisplayTime.setValue(newDisplayTime.getValue());
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// Update the accumulator value
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accumulator += deltaDisplayTime.getValue();
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}
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} // End of the ReactPhysics3D namespace
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#endif
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#endif
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