226 lines
7.1 KiB
C++
226 lines
7.1 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2012 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 TIMER_H
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#define TIMER_H
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// Libraries
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#include <stdexcept>
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#include <iostream>
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#include <ctime>
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#include <cassert>
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#include "../configuration.h"
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#if defined(WINDOWS_OS) // For Windows platform
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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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/* -------------------------------------------------------------------
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Class Timer :
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This class will take care of the time in the physics engine. It
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uses fuunctions that depend on the current platform to get the
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current time.
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-------------------------------------------------------------------
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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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// Current time of the physics engine
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long double mTime;
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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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// -------------------- Methods -------------------- //
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// Private copy-constructor
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Timer(const Timer& timer);
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// Private assignment operator
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Timer& operator=(const Timer& timer);
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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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virtual ~Timer();
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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
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long double getTime() 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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double computeInterpolationFactor();
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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::getTime() const {
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return mTime;
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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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#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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mLastUpdateTime = double(ticks.QuadPart) / 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, NULL);
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mLastUpdateTime = timeValue.tv_sec + (timeValue.tv_usec / 1000000.0);
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#endif
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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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std::cout << "Timer stop" << std::endl;
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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 current time of the physics engine
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mTime += mTimeStep;
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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 double Timer::computeInterpolationFactor() {
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return (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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long double currentTime;
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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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currentTime = double(ticks.QuadPart) / double(ticksPerSecond.QuadPart);
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#else
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// Compute the current time is seconds
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timeval timeValue;
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gettimeofday(&timeValue, NULL);
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currentTime = timeValue.tv_sec + (timeValue.tv_usec / 1000000.0);
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#endif
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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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} // End of the ReactPhysics3D namespace
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#endif
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