fixed global time problem
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76
src/main.rs
76
src/main.rs
@ -1,22 +1,32 @@
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use std::time::{Duration, Instant};
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// loop constants
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const UPDATE_INTERVAL: u32 = 40;
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const DEBUG_LOOP: bool = false;
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// physics constants
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const GRAVITY: f32 = -9.8;
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// a struct made for physics objects
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#[derive(Copy, Clone)]
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struct PhysicsObject {
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location: [f32; 3],
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velocity: [f32; 3]
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velocity: [f32; 3],
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gravity_enabled: bool
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}
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fn main() {
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// global time
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let mut time = Duration::new(0,0);
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// track the delta time (the duration of the previous loop in milliseconds)
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let mut delta_time = Duration::new(0, 0);
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// create a test physics object
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let mut test_object = PhysicsObject {
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location: [0.0, 0.0, 0.0],
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velocity: [0.0, 0.0, 0.0]
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location: [0.0, 0.0, 100.0],
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velocity: [0.0, 0.0, 0.0],
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gravity_enabled: true
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};
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loop {
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@ -25,51 +35,62 @@ fn main() {
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// update
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if delta_time.as_millis() as u32 >= UPDATE_INTERVAL {
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if DEBUG_LOOP {
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println!("Updating");
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}
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update(delta_time, &mut test_object);
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// DEBUG
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println!("Time: {}ms | test_object | Location: {:?} | Velocity: {:?}", time.as_millis(), test_object.location, test_object.velocity);
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// keep track of time
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time += delta_time;
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// reset the delta time
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delta_time = Instant::now().duration_since(start_time);
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delta_time = Duration::new(0,0);
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}
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// support interpolation via fractional "relative time"
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let relative_time: f32 = delta_time.as_millis() as f32 / UPDATE_INTERVAL as f32;
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if DEBUG_LOOP {
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println!("Displaying | Delta Time: {}ms | Relative Time: {}", delta_time.as_millis(), relative_time);
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}
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display(relative_time, &test_object);
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// update the time
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delta_time += Instant::now().duration_since(start_time);
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display(delta_time, &test_object);
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}
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}
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// update function
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// TODO - I think I'm resetting delta time in the wrong place or just using it incorrectly; frameskips aren't happening at all
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fn update(delta_time: Duration, object: &mut PhysicsObject) {
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if DEBUG_LOOP {
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println!("Updating");
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}
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// calculate the exact timestep (fractional time in seconds) from delta time
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let timestep: f32 = delta_time.as_millis() as f32 / 1000.0;
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println!("Timestep: {}", timestep);
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// gravity
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let acceleration: [f32; 3] = [0.0, 0.0, -9.8];
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// update velocity based on acceleration (specifically gravity)
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for i in 0..3 {
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object.velocity[i] += acceleration[i] * timestep;
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}
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// update location based on velocity
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for i in 0..3 {
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object.location[i] += object.velocity[i];
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object.location[i] += timestep * object.velocity[i];
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}
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// gravity
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if object.gravity_enabled {
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object.velocity[2] += GRAVITY * timestep;
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}
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// prevent the object from going below the ground plane, and kill downward velocity upon "hitting" the ground plane
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if object.location[2] <= 0.0 {
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object.location[2] = 0.0;
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object.velocity[2] = object.velocity[2].max(0.0);
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}
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}
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// render function
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fn display(interpolation: f32, object: &PhysicsObject) {
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fn display(delta_time: Duration, object: &PhysicsObject) {
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// calculate interpolation via delta time
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let interpolation: f32 = delta_time.as_millis() as f32 / UPDATE_INTERVAL as f32;
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// DEBUG
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if DEBUG_LOOP {
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println!("Displaying | Delta Time: {}ms | Relative Time: {}", delta_time.as_millis(), interpolation);
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}
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// create a "render object", which we can apply interpolation to
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let mut render_object = *object;
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@ -78,7 +99,8 @@ fn display(interpolation: f32, object: &PhysicsObject) {
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render_object.location[i] += render_object.velocity[i] * interpolation;
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}
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println!("Object location: {:?}", render_object.location);
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// DEBUG
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// println!("test_object | Location: {:?} | Velocity: {:?}", render_object.location, render_object.velocity);
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}
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// 1D linear interpolation
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