git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@99 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -24,9 +24,13 @@
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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(DynamicWorld& 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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// Check if the pointer to the world is not NULL
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if (world == 0) {
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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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}
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}
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}
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// Copy-constructor
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// Copy-constructor
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@ -52,30 +56,33 @@ void DynamicEngine::updateBodyState(RigidBody* const rigidBody) {
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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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// While the time accumulator is not empty
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// Check if the physics simulation is running
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while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
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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);
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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 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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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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// 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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RigidBody* rigidBody = dynamic_cast<RigidBody*>(*it);
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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if (rigidBody && rigidBody->getIsMotionEnabled()) {
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// Update the state of the rigid body
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// Update the interpolation factor of the rigid body
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updateBodyState(rigidBody);
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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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// 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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}
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@ -46,7 +46,7 @@ class DynamicEngine : public PhysicsEngine {
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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(DynamicWorld& 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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@ -24,9 +24,13 @@
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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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PhysicsEngine::PhysicsEngine(PhysicsWorld& world, const Time& timeStep)
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PhysicsEngine::PhysicsEngine(PhysicsWorld* world, const Time& timeStep) throw (std::invalid_argument)
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: world(world), timer(Time(0.0), timeStep) {
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: world(world), timer(Time(0.0), timeStep) {
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// Check if the pointer to the world is not NULL
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if (world == 0) {
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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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}
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}
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}
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// Copy-constructor
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// Copy-constructor
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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; // 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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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) 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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virtual ~PhysicsEngine(); // Destructor
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virtual void update()=0; // Update the physics simulation
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virtual void start(); // Start the physics simulation
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virtual void stop(); // Stop the physics simulation
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virtual void update()=0; // Update the physics simulation
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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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};
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};
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// --- Inline functions --- //
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// Start the physics simulation
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inline void PhysicsEngine::start() {
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timer.setIsRunning(true);
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}
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inline void PhysicsEngine::stop() {
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// TODO : Implement this method
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}
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// Initialize the display time
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inline void PhysicsEngine::initializeDisplayTime(const Time& displayTime) {
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timer.setCurrentDisplayTime(displayTime);
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}
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// Update the display time
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inline void PhysicsEngine::updateDisplayTime(const Time& newDisplayTime) {
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timer.updateDisplayTime(newDisplayTime);
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}
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}
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}
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#endif
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#endif
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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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isRunning = false;
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isRunning = false;
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}
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}
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else {
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else {
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// We throw an exception
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// We throw an exception
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// Libraries
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// Libraries
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#include "../physics/physics.h"
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#include "../physics/physics.h"
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#include <stdexcept>
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#include <stdexcept>
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#include <iostream>
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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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void setTime(const Time& time); // Set the current time
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void setTime(const Time& time); // Set the current time
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bool getIsRunning() const; // Return if the timer is running
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bool getIsRunning() const; // Return if the timer is running
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void setIsRunning(bool isRunning); // Set if the timer is running
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void setIsRunning(bool isRunning); // Set if the timer is running
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double getAccumulator() const; // Return the accumulator value
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double getAccumulator() const; // Return the accumulator value
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void setCurrentDisplayTime(const Time& displayTime); // Set the current display time
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void update(); // Update the timer
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void update(); // Update the timer
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double getInterpolationFactor() const; // Compute and return the interpolation factor between two body states
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double getInterpolationFactor() const; // Compute and return the interpolation factor between two body states
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return accumulator;
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return accumulator;
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}
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}
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// Set the current display time
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inline void Timer::setCurrentDisplayTime(const Time& currentDisplayTime) {
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this->currentDisplayTime = currentDisplayTime;
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}
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// Update the timer
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// Update the timer
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inline void Timer::update() {
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inline void Timer::update() {
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// Update the current time of the physics engine
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// Update the current time of the physics engine
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