git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@94 92aac97c-a6ce-11dd-a772-7fcde58d38e6
This commit is contained in:
parent
87627f856d
commit
778d2dbf72
|
@ -24,7 +24,7 @@
|
|||
using namespace reactphysics3d;
|
||||
|
||||
// Constructor
|
||||
DynamicEngine::DynamicEngine(DynamicsWorld& world, const Time& timeStep)
|
||||
DynamicEngine::DynamicEngine(DynamicWorld& world, const Time& timeStep)
|
||||
:PhysicsEngine(world, timeStep) {
|
||||
|
||||
}
|
||||
|
@ -40,23 +40,42 @@ DynamicEngine::~DynamicEngine() {
|
|||
|
||||
}
|
||||
|
||||
// Compute the interpolation state between the previous body state and the current body state
|
||||
// This is used to avoid visual stuttering when the display and physics framerates are out of synchronization
|
||||
BodyState DynamicEngine::interpolateState(const BodyState& previousBodyState, const BodyState& currentBodyState) const {
|
||||
|
||||
// Compute the interpolation factor
|
||||
double alpha = timer.getInterpolationFactor();
|
||||
|
||||
// TODO : Implement this method
|
||||
|
||||
}
|
||||
|
||||
// Update the state of a rigid body
|
||||
void DynamicEngine::updateBodyState(RigidBody* const rigidBody) {
|
||||
// TODO : Implement this method
|
||||
// The current body state of the body becomes the previous body state
|
||||
rigidBody->updatePreviousBodyState();
|
||||
|
||||
// Integrate the current body state at time t to get the next state at time t + dt
|
||||
numericalIntegrator.integrate(rigidBody->getCurrentBodyState(), timer.getTime(), timer.getTimeStep());
|
||||
}
|
||||
|
||||
// Update the physics simulation
|
||||
void DynamicEngine::update() {
|
||||
// TODO : Implement this method
|
||||
|
||||
// While the time accumulator is not empty
|
||||
while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
|
||||
// For each body in the dynamic world
|
||||
for(std::vector<Body*>::const_iterator it = world.getBodyListStartIterator(); it != world.getBodyListEndIterator(); ++it) {
|
||||
// If the body is a RigidBody
|
||||
RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
|
||||
if (rigidBody) {
|
||||
// Update the state of the rigid body
|
||||
updateBodyState(rigidBody);
|
||||
}
|
||||
}
|
||||
|
||||
// Update the timer
|
||||
timer.update();
|
||||
}
|
||||
|
||||
// For each body in the dynamic world
|
||||
for(std::vector<Body*>::const_iterator it = world.getBodyListStartIterator(); it != world.getBodyListEndIterator(); ++it) {
|
||||
// If the body is a RigidBody
|
||||
RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
|
||||
if (rigidBody) {
|
||||
// Update the interpolation factor of the rigid body
|
||||
// This one will be used to compute the interpolated state
|
||||
rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,6 +26,8 @@
|
|||
#include "../body/Body.h"
|
||||
#include "../body/RigidBody.h"
|
||||
#include "../body/BodyState.h"
|
||||
#include "DynamicWorld.h"
|
||||
#include "../physics/physics.h"
|
||||
|
||||
// Namespace ReactPhysics3D
|
||||
namespace reactphysics3d {
|
||||
|
@ -41,11 +43,10 @@ class DynamicEngine : public PhysicsEngine {
|
|||
protected :
|
||||
NumericalIntegrator numericalIntegrator; // Numerical integrator used to solve differential equations of movement
|
||||
|
||||
BodyState interpolateState(const BodyState& previousBodyState, const BodyState& currentBodyState) const; // Compute the interpolation state
|
||||
void updateBodyState(RigidBody* const rigidBody); // Update the state of a rigid body
|
||||
|
||||
public :
|
||||
DynamicEngine(DynamicsWorld& world, const Time& timeStep); // Constructor
|
||||
DynamicEngine(DynamicWorld& world, const Time& timeStep); // Constructor
|
||||
DynamicEngine(const DynamicEngine& engine); // Copy-constructor
|
||||
virtual ~DynamicEngine(); // Destructor
|
||||
|
||||
|
|
|
@ -29,6 +29,12 @@ PhysicsEngine::PhysicsEngine(PhysicsWorld& world, const Time& timeStep)
|
|||
|
||||
}
|
||||
|
||||
// Copy-constructor
|
||||
PhysicsEngine::PhysicsEngine(const PhysicsEngine& engine)
|
||||
:world(engine.world), timer(engine.timer) {
|
||||
|
||||
}
|
||||
|
||||
// Destructor
|
||||
PhysicsEngine::~PhysicsEngine() {
|
||||
|
||||
|
|
|
@ -34,15 +34,13 @@ namespace reactphysics3d {
|
|||
-------------------------------------------------------------------
|
||||
*/
|
||||
class PhysicsEngine {
|
||||
private :
|
||||
PhysicsEngine(const PhysicsEngine&); // Copy-constructor is private because we don't want it to be used
|
||||
|
||||
protected :
|
||||
PhysicsWorld world; // Physics world of the physics engine
|
||||
Timer timer; // Timer of the physics engine
|
||||
|
||||
public :
|
||||
PhysicsEngine(PhysicsWorld& world, const Time& timeStep); // Constructor
|
||||
PhysicsEngine(const PhysicsEngine& engine); // Copy-constructor
|
||||
virtual ~PhysicsEngine(); // Destructor
|
||||
|
||||
virtual void update()=0; // Update the physics simulation
|
||||
|
|
|
@ -44,7 +44,7 @@ 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(); ) {
|
||||
for(std::vector<Body*>::iterator it = bodyList.begin(); it != bodyList.end(); ++it) {
|
||||
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");
|
||||
|
|
|
@ -48,8 +48,30 @@ class PhysicsWorld {
|
|||
|
||||
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
|
||||
Vector3D getGravity() const; // Return the gravity vector of the world
|
||||
std::vector<Body*>::const_iterator getBodyListStartIterator() const; // Return a start iterator on the body list
|
||||
std::vector<Body*>::const_iterator getBodyListEndIterator() const; // Return a end iterator on the body list
|
||||
};
|
||||
|
||||
// --- Inline functions --- //
|
||||
|
||||
// Return the gravity vector of the world
|
||||
inline Vector3D PhysicsWorld::getGravity() const {
|
||||
return gravity;
|
||||
}
|
||||
|
||||
// Return a start iterator on the body list
|
||||
inline std::vector<Body*>::const_iterator PhysicsWorld::getBodyListStartIterator() const {
|
||||
// Return an iterator on the start of the body list
|
||||
return bodyList.begin();
|
||||
}
|
||||
|
||||
// Return a end iterator on the body list
|
||||
inline std::vector<Body*>::const_iterator PhysicsWorld::getBodyListEndIterator() const {
|
||||
// Return an iterator on the end of the body list
|
||||
return bodyList.end();
|
||||
}
|
||||
|
||||
} // End of the ReactPhysics3D namespace
|
||||
|
||||
#endif
|
||||
|
|
|
@ -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 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/>. *
|
||||
***************************************************************************/
|
||||
* 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"
|
||||
|
@ -23,9 +23,9 @@
|
|||
// 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)) {
|
||||
// Constructor
|
||||
Timer::Timer(const Time& initialTime, const Time& timeStep) throw(std::invalid_argument)
|
||||
: timeStep(timeStep), time(initialTime), currentDisplayTime(Time(0.0)), deltaDisplayTime(Time(0.0)) {
|
||||
// Check if the timestep is different from zero
|
||||
if (timeStep.getValue() != 0.0) {
|
||||
accumulator = 0.0;
|
||||
|
@ -36,13 +36,13 @@ using namespace reactphysics3d;
|
|||
// 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) {
|
||||
deltaDisplayTime(timer.deltaDisplayTime), accumulator(timer.accumulator) {
|
||||
isRunning = timer.isRunning;
|
||||
}
|
||||
|
||||
|
@ -51,30 +51,6 @@ 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;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -37,7 +37,7 @@ class Timer {
|
|||
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
|
||||
Time deltaDisplayTime; // 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
|
||||
|
||||
|
@ -103,6 +103,33 @@ inline double Timer::getAccumulator() const {
|
|||
return accumulator;
|
||||
}
|
||||
|
||||
} // End of the ReactPhysics3D namespace
|
||||
// Update the timer
|
||||
inline 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
|
||||
inline double Timer::getInterpolationFactor() const {
|
||||
// Compute and return the interpolation factor
|
||||
return (accumulator / timeStep.getValue());
|
||||
}
|
||||
|
||||
// Set the new currentDisplayTime value
|
||||
inline void Timer::updateDisplayTime(const Time& newDisplayTime) {
|
||||
// Compute the delta display time between two display frames
|
||||
deltaDisplayTime.setValue(newDisplayTime.getValue() - currentDisplayTime.getValue());
|
||||
|
||||
// Update the current display time
|
||||
currentDisplayTime.setValue(newDisplayTime.getValue());
|
||||
|
||||
// Update the accumulator value
|
||||
accumulator += deltaDisplayTime.getValue();
|
||||
}
|
||||
|
||||
} // End of the ReactPhysics3D namespace
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue
Block a user