reactphysics3d/sources/engine/Timer.h
chappuis.daniel db5ff8ec4a Change in the repository structure
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@392 92aac97c-a6ce-11dd-a772-7fcde58d38e6
2010-09-09 21:09:47 +00:00

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
#ifndef TIMER_H
#define TIMER_H
// Libraries
#include <stdexcept>
#include <iostream>
#include <ctime>
#include <cassert>
// Namespace ReactPhysics3D
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Timer :
This class will take care of the time in the physics engine.
-------------------------------------------------------------------
*/
class Timer {
private :
double timeStep; // Timestep dt of the physics engine (timestep > 0.0)
long double time; // Current time of the physics engine
long double lastUpdateTime; // Last time the timer has been updated
long double deltaTime; // Time difference between the two last timer update() calls
double accumulator; // Used to fix the time step and avoid strange time effects
bool isRunning; // True if the timer is running
public :
Timer(double timeStep); // Constructor
virtual ~Timer(); // Destructor
double getTimeStep() const; // Return the timestep of the physics engine
void setTimeStep(double timeStep) throw(std::invalid_argument); // Set the timestep of the physics engine
long double getTime() const; // Return the current time
void start(); // Start the timer
void stop(); // Stop the timer
bool getIsRunning() const; // Return true if the timer is running
bool isPossibleToTakeStep() const; // True if it's possible to take a new step
void update(); // Compute the time since the last update() call and add it to the accumulator
void nextStep(); // Take a new step => update the timer by adding the timeStep value to the current time
double computeInterpolationFactor(); // Compute the interpolation factor
};
// --- Inline functions --- //
// Return the timestep of the physics engine
inline double Timer::getTimeStep() const {
return timeStep;
}
// Set the timestep of the physics engine
inline void Timer::setTimeStep(double timeStep) throw(std::invalid_argument) {
// Check if the timestep is different from zero
if (timeStep != 0.0) {
this->timeStep = timeStep;
}
else {
// We throw an exception
throw std::invalid_argument("Exception in Timer : the timestep has to be different from zero");
}
}
// Return the current time
inline long double Timer::getTime() const {
return time;
}
// Return if the timer is running
inline bool Timer::getIsRunning() const {
return isRunning;
}
// Start the timer
inline void Timer::start() {
if (!isRunning) {
// Initialize the lastUpdateTime with the current time in seconds
lastUpdateTime = std::clock() / double(CLOCKS_PER_SEC);
accumulator = 0.0;
isRunning = true;
}
}
// Stop the timer
inline void Timer::stop() {
if (isRunning) {
isRunning = false;
}
}
// True if it's possible to take a new step
inline bool Timer::isPossibleToTakeStep() const {
return (accumulator >= timeStep);
}
// Take a new step => update the timer by adding the timeStep value to the current time
inline void Timer::nextStep() {
assert(isRunning);
// Update the current time of the physics engine
time += timeStep;
// Update the accumulator value
accumulator -= timeStep;
}
// Compute the interpolation factor
inline double Timer::computeInterpolationFactor() {
return (accumulator / timeStep);
}
// Compute the time since the last update() call and add it to the accumulator
inline void Timer::update() {
// Compute the current time is seconds
long double currentTime = std::clock() / double(CLOCKS_PER_SEC);
// Compute the delta display time between two display frames
deltaTime = currentTime - lastUpdateTime;
// Update the current display time
lastUpdateTime = currentTime;
// Update the accumulator value
accumulator += deltaTime;
}
} // End of the ReactPhysics3D namespace
#endif