git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@276 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -19,6 +19,7 @@
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// Libraries
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// Libraries
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#include "PhysicsEngine.h"
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#include "PhysicsEngine.h"
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#include "../integration/SemiImplicitEuler.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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@ -31,15 +32,118 @@ PhysicsEngine::PhysicsEngine(PhysicsWorld* world, const Time& timeStep) throw (s
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// Throw an exception
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// Throw an exception
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throw std::invalid_argument("Exception in PhysicsEngine constructor : World pointer cannot be NULL");
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throw std::invalid_argument("Exception in PhysicsEngine constructor : World pointer cannot be NULL");
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}
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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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// Creation of the Semi-Implicit Euler integration algorithm
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integrationAlgorithm = new SemiImplicitEuler();
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}
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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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delete integrationAlgorithm;
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}
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void PhysicsEngine::update() {
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updateCollision();
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}
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// TODO : Delete this method
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// Update the physics simulation
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void PhysicsEngine::updateDynamic() {
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// Check if the physics simulation is running
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if (timer.getIsRunning()) {
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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 and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body
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updateBodyState(rigidBody, timer.getTimeStep());
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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 and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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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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// TODO : Delethe this method
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// Update the physics simulation
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void PhysicsEngine::updateCollision() {
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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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// Remove all old collision contact constraints
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world->removeAllContactConstraints();
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// Compute the collision detection
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if (collisionDetection.computeCollisionDetection(world)) {
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// TODO : Delete this ----------------------------------------------------------
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for (std::vector<Constraint*>::const_iterator it = world->getConstraintListStartIterator(); it != world->getConstraintListEndIterator(); ++it) {
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RigidBody* rigidBody1 = dynamic_cast<RigidBody*>((*it)->getBody1());
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RigidBody* rigidBody2 = dynamic_cast<RigidBody*>((*it)->getBody2());
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rigidBody1->setIsMotionEnabled(false);
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rigidBody2->setIsMotionEnabled(false);
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}
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// -----------------------------------------------------------------------------
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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 and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body with an entire time step
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updateBodyState(rigidBody, timer.getTimeStep());
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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 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 and if the rigid body motion is enabled
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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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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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// Update the state of a rigid body
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void PhysicsEngine::updateBodyState(RigidBody* const rigidBody, const Time& timeStep) {
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// If the gravity force is on
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if(world->getIsGravityOn()) {
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// Apply the current gravity force to the body
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rigidBody->getCurrentBodyState().setForce(world->getGravity());
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}
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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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integrationAlgorithm->integrate(rigidBody->getCurrentBodyState(), timer.getTime(), timeStep);
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// If the body state has changed, we have to update some informations in the rigid body
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rigidBody->update();
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}
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}
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@ -22,6 +22,9 @@
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// Libraries
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// Libraries
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#include "PhysicsWorld.h"
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#include "PhysicsWorld.h"
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#include "../integration/IntegrationAlgorithm.h"
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#include "../collision/CollisionDetection.h"
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#include "../body/RigidBody.h"
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#include "Timer.h"
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#include "Timer.h"
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// Namespace ReactPhysics3D
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// Namespace ReactPhysics3D
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@ -29,23 +32,29 @@ namespace reactphysics3d {
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/* -------------------------------------------------------------------
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/* -------------------------------------------------------------------
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Class PhysicsEngine :
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Class PhysicsEngine :
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This is an abstract class that represents the physics engine
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This class represents the physics engine
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of the library.
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of the library.
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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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protected :
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protected :
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PhysicsWorld* world; // Pointer to the physics world of the physics engine
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PhysicsWorld* world; // Pointer to the 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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IntegrationAlgorithm* integrationAlgorithm; // Integration algorithm used to solve differential equations of movement
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CollisionDetection collisionDetection; // Collision detection
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void updateBodyState(RigidBody* const rigidBody, const Time& timeStep); // Update the state of a rigid body
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public :
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public :
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PhysicsEngine(PhysicsWorld* world, const Time& timeStep) throw (std::invalid_argument); // Constructor
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PhysicsEngine(PhysicsWorld* world, const Time& timeStep) throw (std::invalid_argument); // Constructor
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PhysicsEngine(const PhysicsEngine& engine); // Copy-constructor
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PhysicsEngine(const PhysicsEngine& engine); // Copy-constructor
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virtual ~PhysicsEngine(); // Destructor
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~PhysicsEngine(); // Destructor
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virtual void start(); // Start the physics simulation
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void start(); // Start the physics simulation
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virtual void stop(); // Stop the physics simulation
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void stop(); // Stop the physics simulation
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virtual void update()=0; // Update the physics simulation
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void update(); // Update the physics simulation
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void updateDynamic(); // TODO : Delete this method
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void updateCollision(); // TODO : Delete this collision
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void initializeDisplayTime(const Time& displayTime); // Initialize the display time
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void initializeDisplayTime(const Time& displayTime); // Initialize the display time
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void updateDisplayTime(const Time& newDisplayTime); // Update the display time
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void updateDisplayTime(const Time& newDisplayTime); // Update the display time
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};
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};
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