Remove the Timer class which is not needed anymore

This commit is contained in:
Daniel Chappuis 2020-05-25 10:55:04 +02:00
parent 9d35d5d7d2
commit 8893f22e70
4 changed files with 2 additions and 260 deletions

View File

@ -109,7 +109,6 @@ set (REACTPHYSICS3D_HEADERS
"include/reactphysics3d/engine/Islands.h"
"include/reactphysics3d/engine/Material.h"
"include/reactphysics3d/engine/OverlappingPairs.h"
"include/reactphysics3d/engine/Timer.h"
"include/reactphysics3d/systems/BroadPhaseSystem.h"
"include/reactphysics3d/components/Components.h"
"include/reactphysics3d/components/CollisionBodyComponents.h"
@ -210,7 +209,6 @@ set (REACTPHYSICS3D_SOURCES
"src/engine/Island.cpp"
"src/engine/Material.cpp"
"src/engine/OverlappingPairs.cpp"
"src/engine/Timer.cpp"
"src/engine/Entity.cpp"
"src/engine/EntityManager.cpp"
"src/systems/BroadPhaseSystem.cpp"

View File

@ -1,196 +0,0 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2019 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_TIMER_H
#define REACTPHYSICS3D_TIMER_H
// Libraries
#include <ctime>
#include <cassert>
#include <reactphysics3d/configuration.h>
#if defined(WINDOWS_OS) // For Windows platform
#define NOMINMAX // This is used to avoid definition of max() and min() macros
#include <windows.h>
#else // For Mac OS or Linux platform
#include <sys/time.h>
#endif
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Class Timer
/**
* This class will take care of the time in the physics engine. It
* uses functions that depend on the current platform to get the
* current time.
*/
class Timer {
private :
// -------------------- Attributes -------------------- //
/// Timestep dt of the physics engine (timestep > 0.0)
double mTimeStep;
/// Last time the timer has been updated
long double mLastUpdateTime;
/// Time difference between the two last timer update() calls
long double mDeltaTime;
/// Used to fix the time step and avoid strange time effects
double mAccumulator;
/// True if the timer is running
bool mIsRunning;
public :
// -------------------- Methods -------------------- //
/// Constructor
Timer(double timeStep);
/// Destructor
~Timer() = default;
/// Deleted copy-constructor
Timer(const Timer& timer) = delete;
/// Deleted assignment operator
Timer& operator=(const Timer& timer) = delete;
/// Return the timestep of the physics engine
double getTimeStep() const;
/// Set the timestep of the physics engine
void setTimeStep(double timeStep);
/// Return the current time of the physics engine
long double getPhysicsTime() const;
/// Start the timer
void start();
/// Stop the timer
void stop();
/// Return true if the timer is running
bool getIsRunning() const;
/// True if it's possible to take a new step
bool isPossibleToTakeStep() const;
/// Compute the time since the last update() call and add it to the accumulator
void update();
/// Take a new step => update the timer by adding the timeStep value to the current time
void nextStep();
/// Compute the interpolation factor
decimal computeInterpolationFactor();
/// Return the current time of the system in seconds
static long double getCurrentSystemTime();
};
// Return the timestep of the physics engine
inline double Timer::getTimeStep() const {
return mTimeStep;
}
// Set the timestep of the physics engine
inline void Timer::setTimeStep(double timeStep) {
assert(timeStep > 0.0f);
mTimeStep = timeStep;
}
// Return the current time
inline long double Timer::getPhysicsTime() const {
return mLastUpdateTime;
}
// Return if the timer is running
inline bool Timer::getIsRunning() const {
return mIsRunning;
}
// Start the timer
inline void Timer::start() {
if (!mIsRunning) {
// Get the current system time
mLastUpdateTime = getCurrentSystemTime();
mAccumulator = 0.0;
mIsRunning = true;
}
}
// Stop the timer
inline void Timer::stop() {
mIsRunning = false;
}
// True if it's possible to take a new step
inline bool Timer::isPossibleToTakeStep() const {
return (mAccumulator >= mTimeStep);
}
// Take a new step => update the timer by adding the timeStep value to the current time
inline void Timer::nextStep() {
assert(mIsRunning);
// Update the accumulator value
mAccumulator -= mTimeStep;
}
// Compute the interpolation factor
inline decimal Timer::computeInterpolationFactor() {
return (decimal(mAccumulator / mTimeStep));
}
// Compute the time since the last update() call and add it to the accumulator
inline void Timer::update() {
// Get the current system time
long double currentTime = getCurrentSystemTime();
// Compute the delta display time between two display frames
mDeltaTime = currentTime - mLastUpdateTime;
// Update the current display time
mLastUpdateTime = currentTime;
// Update the accumulator value
mAccumulator += mDeltaTime;
}
}
#endif

View File

@ -48,12 +48,13 @@ class Logger {
enum class Level {Error = 1, Warning = 2, Information = 4};
/// Log categories
enum class Category {World, Body, Joint, Collider};
enum class Category {PhysicCommon, World, Body, Joint, Collider};
/// Return the name of a category
static std::string getCategoryName(Category category) {
switch(category) {
case Category::PhysicCommon: return "PhysicsCommon";
case Category::World: return "World";
case Category::Body: return "Body";
case Category::Joint: return "Joint";

View File

@ -1,61 +0,0 @@
/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2019 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include <reactphysics3d/engine/Timer.h>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
Timer::Timer(double timeStep) : mTimeStep(timeStep), mLastUpdateTime(0), mDeltaTime(0), mIsRunning(false) {
assert(timeStep > 0.0);
}
// Return the current time of the system in seconds
long double Timer::getCurrentSystemTime() {
#if defined(WINDOWS_OS)
LARGE_INTEGER ticksPerSecond;
LARGE_INTEGER ticks;
QueryPerformanceFrequency(&ticksPerSecond);
QueryPerformanceCounter(&ticks);
return ((long double)(ticks.QuadPart) / (long double)(ticksPerSecond.QuadPart));
#else
// Initialize the lastUpdateTime with the current time in seconds
timeval timeValue;
gettimeofday(&timeValue, nullptr);
return (timeValue.tv_sec + (timeValue.tv_usec / 1000000.0));
#endif
}