Remove the Timer class which is not needed anymore
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@ -109,7 +109,6 @@ set (REACTPHYSICS3D_HEADERS
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"include/reactphysics3d/engine/Islands.h"
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"include/reactphysics3d/engine/Material.h"
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"include/reactphysics3d/engine/OverlappingPairs.h"
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"include/reactphysics3d/engine/Timer.h"
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"include/reactphysics3d/systems/BroadPhaseSystem.h"
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"include/reactphysics3d/components/Components.h"
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"include/reactphysics3d/components/CollisionBodyComponents.h"
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@ -210,7 +209,6 @@ set (REACTPHYSICS3D_SOURCES
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"src/engine/Island.cpp"
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"src/engine/Material.cpp"
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"src/engine/OverlappingPairs.cpp"
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"src/engine/Timer.cpp"
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"src/engine/Entity.cpp"
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"src/engine/EntityManager.cpp"
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"src/systems/BroadPhaseSystem.cpp"
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@ -1,196 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2019 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_TIMER_H
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#define REACTPHYSICS3D_TIMER_H
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// Libraries
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#include <ctime>
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#include <cassert>
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#include <reactphysics3d/configuration.h>
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#if defined(WINDOWS_OS) // For Windows platform
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#define NOMINMAX // This is used to avoid definition of max() and min() macros
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#include <windows.h>
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#else // For Mac OS or Linux platform
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#include <sys/time.h>
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#endif
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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// Class Timer
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/**
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* This class will take care of the time in the physics engine. It
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* uses functions that depend on the current platform to get the
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* current time.
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*/
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class Timer {
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private :
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// -------------------- Attributes -------------------- //
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/// Timestep dt of the physics engine (timestep > 0.0)
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double mTimeStep;
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/// Last time the timer has been updated
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long double mLastUpdateTime;
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/// Time difference between the two last timer update() calls
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long double mDeltaTime;
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/// Used to fix the time step and avoid strange time effects
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double mAccumulator;
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/// True if the timer is running
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bool mIsRunning;
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public :
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// -------------------- Methods -------------------- //
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/// Constructor
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Timer(double timeStep);
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/// Destructor
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~Timer() = default;
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/// Deleted copy-constructor
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Timer(const Timer& timer) = delete;
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/// Deleted assignment operator
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Timer& operator=(const Timer& timer) = delete;
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/// Return the timestep of the physics engine
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double getTimeStep() const;
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/// Set the timestep of the physics engine
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void setTimeStep(double timeStep);
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/// Return the current time of the physics engine
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long double getPhysicsTime() const;
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/// Start the timer
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void start();
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/// Stop the timer
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void stop();
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/// Return true if the timer is running
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bool getIsRunning() const;
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/// True if it's possible to take a new step
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bool isPossibleToTakeStep() const;
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/// Compute the time since the last update() call and add it to the accumulator
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void update();
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/// Take a new step => update the timer by adding the timeStep value to the current time
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void nextStep();
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/// Compute the interpolation factor
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decimal computeInterpolationFactor();
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/// Return the current time of the system in seconds
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static long double getCurrentSystemTime();
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};
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// Return the timestep of the physics engine
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inline double Timer::getTimeStep() const {
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return mTimeStep;
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}
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// Set the timestep of the physics engine
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inline void Timer::setTimeStep(double timeStep) {
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assert(timeStep > 0.0f);
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mTimeStep = timeStep;
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}
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// Return the current time
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inline long double Timer::getPhysicsTime() const {
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return mLastUpdateTime;
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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 mIsRunning;
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}
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// Start the timer
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inline void Timer::start() {
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if (!mIsRunning) {
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// Get the current system time
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mLastUpdateTime = getCurrentSystemTime();
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mAccumulator = 0.0;
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mIsRunning = true;
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}
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}
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// Stop the timer
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inline void Timer::stop() {
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mIsRunning = false;
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}
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// True if it's possible to take a new step
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inline bool Timer::isPossibleToTakeStep() const {
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return (mAccumulator >= mTimeStep);
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}
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// Take a new step => update the timer by adding the timeStep value to the current time
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inline void Timer::nextStep() {
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assert(mIsRunning);
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// Update the accumulator value
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mAccumulator -= mTimeStep;
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}
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// Compute the interpolation factor
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inline decimal Timer::computeInterpolationFactor() {
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return (decimal(mAccumulator / mTimeStep));
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}
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// Compute the time since the last update() call and add it to the accumulator
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inline void Timer::update() {
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// Get the current system time
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long double currentTime = getCurrentSystemTime();
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// Compute the delta display time between two display frames
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mDeltaTime = currentTime - mLastUpdateTime;
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// Update the current display time
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mLastUpdateTime = currentTime;
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// Update the accumulator value
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mAccumulator += mDeltaTime;
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}
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}
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#endif
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@ -48,12 +48,13 @@ class Logger {
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enum class Level {Error = 1, Warning = 2, Information = 4};
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/// Log categories
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enum class Category {World, Body, Joint, Collider};
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enum class Category {PhysicCommon, World, Body, Joint, Collider};
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/// Return the name of a category
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static std::string getCategoryName(Category category) {
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switch(category) {
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case Category::PhysicCommon: return "PhysicsCommon";
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case Category::World: return "World";
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case Category::Body: return "Body";
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case Category::Joint: return "Joint";
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@ -1,61 +0,0 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2019 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include <reactphysics3d/engine/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(double timeStep) : mTimeStep(timeStep), mLastUpdateTime(0), mDeltaTime(0), mIsRunning(false) {
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assert(timeStep > 0.0);
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}
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// Return the current time of the system in seconds
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long double Timer::getCurrentSystemTime() {
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#if defined(WINDOWS_OS)
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LARGE_INTEGER ticksPerSecond;
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LARGE_INTEGER ticks;
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QueryPerformanceFrequency(&ticksPerSecond);
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QueryPerformanceCounter(&ticks);
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return ((long double)(ticks.QuadPart) / (long double)(ticksPerSecond.QuadPart));
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#else
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// Initialize the lastUpdateTime with the current time in seconds
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timeval timeValue;
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gettimeofday(&timeValue, nullptr);
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return (timeValue.tv_sec + (timeValue.tv_usec / 1000000.0));
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#endif
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}
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