Massive update, exposed a ton of functions
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@ -6,4 +6,4 @@ edition = "2018"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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hypoloop = {version = "0.1.1", path = "D:/Code/hypoloop"}
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hypoloop = {version = "0.1.1", path = "D:/OneDrive/Code/hypoloop"}
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@ -1,16 +1,20 @@
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use hypoloop::Simulation;
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use hypoloop::core::Loop;
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// look into using closures for this
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fn main() {
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// create sim and configure it
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let mut sim = Simulation::new();
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sim.set_update_function(test);
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let mut sim = Loop::new();
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//sim.set_realtime(false);
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// run sim
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sim.run();
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}
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// test variable
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let mut x: f32 = 0.0;
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fn test() {
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println!("Test");
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// run the simulation using custom update logic
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sim.run(|state| {
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state.debug_tick();
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x += 2.0 * state.get_timescale();
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//println!("Delta time: {} | Timescale: {} | Sim time: {} | x: {}", state.get_delta_time(), state.get_timescale(), state.get_sim_time().as_millis(), x);
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});
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}
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186
src/lib.rs
186
src/lib.rs
@ -1,114 +1,153 @@
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pub mod core {
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use std::time::{Duration, Instant};
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// debug constants
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const DEBUG_LOOP: bool = false;
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const DEBUG_TIME: bool = true;
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/// Contains all per-simulation logic and state
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// update_interval is the minimum delay (in milliseconds) between update ticks
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// timescale is the rate of the simulation proportional to real-time
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// if realtime is false, the simulation runs as fast as possible and doesn't run the display function
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pub struct Simulation {
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/// Contains mutable simulation state which can be changed via callback functions
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#[derive(Copy, Clone)]
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pub struct State {
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update_interval: u32,
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timescale: f32,
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realtime: bool,
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simulate: bool,
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update_function: fn(),
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display_function: fn()
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delta_time: u32,
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irl_time: Duration,
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sim_time: Duration,
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last_tick: Instant
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}
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impl Simulation {
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/// Creates a new simulation with default values
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pub fn new() -> Simulation {
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Simulation {
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impl State {
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/// Creates a default State object
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pub fn new() -> State {
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// Create default state object
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let mut new_state = State {
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update_interval: 40,
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timescale: 1.0,
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realtime: true,
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simulate: true,
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update_function: default_update,
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display_function: default_display
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delta_time: 0,
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irl_time: Duration::new(0,0),
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sim_time: Duration::new(0,0),
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last_tick: Instant::now()
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};
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// Make sure that delta_time always starts the same as update_interval
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new_state.delta_time = new_state.update_interval;
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// Return this default state
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new_state
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}
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/// Returns the current "delta time", the time elapsed since the last update tick in milliseconds
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pub fn get_delta_time(self) -> u32 {
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self.delta_time
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}
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/// Returns the current IRL time elapsed since the start of the simulation
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pub fn get_irl_time(self) -> Duration {
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self.irl_time
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}
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/// Returns the current simulation time elapsed since the start of the simulation
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pub fn get_sim_time(self) -> Duration {
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self.sim_time
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}
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/// Returns the current "timescale", the speed of simulation time relative to real time
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pub fn get_timescale(self) -> f32 {
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self.timescale
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}
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/// Returns the time of the last tick
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pub fn get_last_tick(self) -> Instant {
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self.last_tick
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}
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/// Pauses the simulation
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pub fn pause(&mut self) {
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self.simulate = false;
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}
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/// Resumes the simulation
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pub fn resume(&mut self) {
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self.simulate = true;
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}
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/// Changes the simulation timescale
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pub fn set_timescale(&mut self, timescale: f32) {
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self.timescale = timescale;
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}
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/// Prints a string of information about the current tick
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pub fn debug_tick(self) {
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let elapsed_time = Instant::now().duration_since(self.last_tick);
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let loop_delay_ms = elapsed_time.as_nanos() as f32 / 1_000_000.0;
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let loop_rate_hz = 1000.0 / loop_delay_ms;
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println!("IRL time: {}ms | Sim time: {}ms | Tick delay/rate: {}ms/{}hz", self.irl_time.as_millis(), self.sim_time.as_millis(), loop_delay_ms, loop_rate_hz);
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}
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}
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/// Allows the user to pass in a custom update function
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pub fn set_update_function(&mut self, user_function: fn()) {
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self.update_function = user_function;
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/// The simulation loop itself
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pub struct Loop {
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state: State,
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realtime: bool
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}
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/// Allows the user to pass in a custom display function
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pub fn set_display_function(&mut self, user_function: fn()) {
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self.display_function = user_function;
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impl Loop {
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/// Creates a new simulation with default values
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pub fn new() -> Loop {
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// Return a Loop object with a default State
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Loop {
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state: State::new(),
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realtime: true
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}
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}
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/// Allows the user to turn realtime mode on/off
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pub fn set_realtime(&mut self, realtime: bool) {
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self.realtime = realtime;
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}
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/// Initializes and runs the simulation using a user-supplied callback as the update logic
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pub fn run(&mut self, mut update_callback: impl FnMut(&mut State)) {
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// Make sure the simulation will run
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self.state.simulate = true;
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/// Initializes and runs the simulation
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pub fn run(&self) {
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// start the clock to keep track of real time
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let clock_start = Instant::now();
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// keep track of the last tick time
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let mut last_tick = Instant::now();
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// real-time and sim-time clocks
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let mut irl_time = Duration::new(0, 0);
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let mut sim_time = Duration::new(0, 0);
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while self.simulate {
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while self.state.simulate {
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// TODO - support frameskips
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if !self.realtime || delta_time(last_tick) >= self.update_interval {
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if !self.realtime || delta_time(self.state.last_tick) >= self.state.update_interval {
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// mutable delta time and timescale for flexibility
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let mut current_timescale: f32;
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let mut current_delta_time: u32;
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let elapsed_time = Instant::now().duration_since(last_tick);
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let elapsed_time = Instant::now().duration_since(self.state.last_tick);
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// update clocks
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if self.realtime {
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current_timescale = self.timescale;
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current_delta_time = delta_time(last_tick);
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sim_time += elapsed_time.mul_f32(self.timescale);
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irl_time += elapsed_time;
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self.state.delta_time = delta_time(self.state.last_tick);
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self.state.sim_time += elapsed_time.mul_f32(self.state.timescale);
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self.state.irl_time += elapsed_time;
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} else {
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current_timescale = 1.0;
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current_delta_time = self.update_interval;
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sim_time += Duration::from_millis(self.update_interval as u64);
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irl_time = Instant::now().duration_since(clock_start);
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self.state.delta_time = self.state.update_interval;
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self.state.sim_time += Duration::from_millis(self.state.update_interval as u64);
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self.state.irl_time = Instant::now().duration_since(clock_start);
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}
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// DEBUG
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if DEBUG_TIME {
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let loop_delay_ms = elapsed_time.as_nanos() as f32 / 1_000_000.0;
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let loop_rate_hz = 1000.0 / loop_delay_ms;
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println!("Realtime: {} | IRL time: {}ms | Sim time: {}ms | Tick delay/rate: {}ms/{}hz", self.realtime, irl_time.as_millis(), sim_time.as_millis(), loop_delay_ms, loop_rate_hz);
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}
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// record last tick time
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last_tick = Instant::now();
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// update
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update(self.update_function, current_delta_time, current_timescale);
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update_callback(&mut self.state);
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// record last tick time
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self.state.last_tick = Instant::now();
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}
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// display
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if self.realtime {
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display(self.display_function, delta_time(last_tick), self.timescale, self.update_interval);
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display(delta_time(self.state.last_tick), self.state.timescale, self.state.update_interval);
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}
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}
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}
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/// Turns real-time mode on/off
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pub fn set_realtime(&mut self, realtime: bool) {
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self.realtime = realtime;
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}
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}
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// update function
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// this is where all your per-tick logic should go
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fn update(user_function: fn(), delta_time: u32, timescale: f32) {
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// DEBUG
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if DEBUG_LOOP {
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println!("Updating...");
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}
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// use timestep to scale per-tick calculations appropriately
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let timestep: f32 = delta_time as f32 / 1000.0 * timescale;
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@ -118,17 +157,9 @@ fn update(user_function: fn(), delta_time: u32, timescale: f32) {
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// display function
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// this is where you should call a render function
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fn display(user_function: fn(), delta_time: u32, timescale: f32, update_interval: u32) {
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// DEBUG
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if DEBUG_LOOP {
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println!("Displaying...");
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}
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fn display(delta_time: u32, timescale: f32, update_interval: u32) {
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// use interpolation to smooth display values between ticks
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let interpolation: f32 = delta_time as f32 / update_interval as f32 * timescale;
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// call user display function
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user_function();
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}
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// gets the time in milliseconds that's elapsed since the earlier Instant
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@ -143,3 +174,4 @@ fn default_update() {
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// default display function (does nothing)
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fn default_display() {
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}
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}
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