completely rewrote delta time, changed PhysicsObjects to Particles

This commit is contained in:
skyeshroom 2021-08-10 11:44:59 -07:00
parent 472b736c9c
commit e3818ea2c9
3 changed files with 82 additions and 251 deletions

172
Cargo.lock generated
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@ -2,112 +2,12 @@
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@ -123,7 +23,6 @@ dependencies = [
name = "hypoloop"
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dependencies = [
"futures",
"rand",
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@ -133,60 +32,12 @@ version = "0.2.99"
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@ -227,29 +78,6 @@ dependencies = [
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View File

@ -6,5 +6,4 @@ edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
futures = "0.3.16"
rand = "0.8.4"

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@ -1,3 +1,4 @@
use core::time;
use std::time::{Duration, Instant};
use rand::Rng;
@ -6,129 +7,113 @@ const UPDATE_INTERVAL: u32 = 40;
// debug constants
const DEBUG_LOOP: bool = false;
const DEBUG_OBJECTS: bool = false;
const DEBUG_PERFORMANCE: bool = true;
const FAIL_DELAY: u32 = 50;
const DEBUG_TIME: bool = false;
const DEBUG_PARTICLES: bool = true;
// scene constants
const TIMESCALE: f32 = 1.0;
const GRAVITY: f32 = -9.8;
const OBJECT_COUNT: i32 = 100;
const PARTICLE_COUNT: i32 = 1;
// a struct made for physics objects
// a struct made for physics particles
#[derive(Copy, Clone)]
struct PhysicsObject {
struct Particle {
location: [f32; 3],
velocity: [f32; 3],
acceleration: [f32; 3],
gravity_enabled: bool
}
fn main() {
let mut simulate: bool = true;
// global time
let mut time = Duration::new(0,0);
// start the clock to keep track of real time
let clock_start = Instant::now();
// track the end time of the last loop
let mut end_time = Instant::now();
// keep track of the last tick time
let mut last_tick = Instant::now();
// track the delta time (the duration of the previous loop in milliseconds)
let mut delta_time = Duration::new(0, 0);
// a vector of objects to calculate physics for
let mut objects: Vec<PhysicsObject> = vec![];
let mut rng = rand::thread_rng();
for i in 0..OBJECT_COUNT {
let new_object = PhysicsObject {
location: [0.0, 0.0, 0.0],
velocity: [rng.gen::<f32>() * 10.0, rng.gen::<f32>() * 10.0, rng.gen::<f32>() * 10.0],
// a vector of particles
let mut particles: Vec<Particle> = vec![];
for i in 0..PARTICLE_COUNT {
let new_particle = Particle {
location: [0.0, 0.0, 10.0],
velocity: [0.0; 3],
acceleration: [0.0; 3],
gravity_enabled: true
};
objects.push(new_object)
particles.push(new_particle)
}
while simulate {
// start timing the loop
let start_time = Instant::now();
// update
if delta_time.as_millis() as u32 >= UPDATE_INTERVAL {
update(delta_time, &mut objects);
if delta_time(last_tick) >= UPDATE_INTERVAL {
// DEBUG
if DEBUG_PERFORMANCE {
let interval = delta_time.as_millis() as u32;
println!("Update interval: {}ms | Object count: {}", interval, objects.len());
// add more objects until it slows down enough
if interval <= UPDATE_INTERVAL {
for i in 0..10000 {
let new_object = PhysicsObject {
location: [0.0, 0.0, 0.0],
velocity: [rng.gen::<f32>() * 10.0, rng.gen::<f32>() * 10.0, rng.gen::<f32>() * 10.0],
gravity_enabled: true
};
objects.push(new_object)
}
} else {
// stop the simulation
simulate = false;
if DEBUG_TIME {
println!("Real time: {}ms | Delta time: {}ms", delta_time(clock_start), delta_time(last_tick));
}
if DEBUG_PARTICLES {
for i in 0..particles.len() {
println!("Time: {}ms | Delta time: {} | Particle {} Location: {:?}, Velocity: {:?}, Acceleration: {:?}", delta_time(clock_start), delta_time(last_tick), i, particles[i].location, particles[i].velocity, particles[i].acceleration);
}
}
// reset the delta time
delta_time = Duration::new(0,0);
}
//display(delta_time, &test_object);
// update the time
let end_time = Instant::now().duration_since(start_time);
delta_time += end_time;
time += end_time;
// DEBUG
if DEBUG_OBJECTS {
for object in objects.iter() {
println!("Time: {}s | Location: {:?} | Velocity: {:?}", time.as_millis() as f32 / 1000.0, object.location, object.velocity);
}
update(delta_time(last_tick), &mut particles);
// record last tick time
last_tick = Instant::now();
}
//display(delta_time, &test_particle);
}
}
// update function
// TODO - I think I'm resetting delta time in the wrong place or just using it incorrectly; frameskips aren't happening at all
fn update(delta_time: Duration, objects: &mut Vec<PhysicsObject>) {
fn update(delta_time: u32, particles: &mut Vec<Particle>) {
if DEBUG_LOOP {
println!("Updating");
}
// calculate the exact timestep (fractional time in seconds) from delta time
let timestep: f32 = delta_time.as_millis() as f32 / 1000.0;
let timestep: f32 = delta_time as f32 / 1000.0;
for object in objects.iter_mut() {
// update location based on velocity
for particle in particles.iter_mut() {
// add gravitational constant to instantaneous acceleration
if particle.gravity_enabled {
// acceleration += constant
particle.acceleration[2] += GRAVITY;
}
// update velocity
for i in 0..3 {
// velocity += timestep * acceleration
particle.velocity[i] = timestep.mul_add(particle.acceleration[i], particle.velocity[i]);
// kill instantaneous acceleration
particle.acceleration[i] = 0.0;
}
// update location
for i in 0..3 {
// location += timestep * velocity
// use an FMA here to halve the rounding error
object.location[i] = timestep.mul_add(object.velocity[i], object.location[i]);
particle.location[i] = timestep.mul_add(particle.velocity[i], particle.location[i]);
}
// gravity
if object.gravity_enabled {
// velocity += timestep * gravity
// use an FMA here to halve the rounding error
object.velocity[2] = timestep.mul_add(GRAVITY, object.velocity[2]);
}
// prevent the object from going below the ground plane, and kill downward velocity upon "hitting" the ground plane
if object.location[2] <= 0.0 {
object.location[2] = 0.0;
object.velocity[2] = object.velocity[2].max(0.0);
// prevent the particle from going below the ground plane, and kill downward velocity upon "hitting" the ground plane
if particle.location[2] <= 0.0 {
particle.location[2] = 0.0;
particle.velocity[2] = particle.velocity[2].max(0.0);
}
}
}
// render function
fn display(delta_time: Duration, object: &PhysicsObject) {
fn display(delta_time: Duration, particle: &Particle) {
// calculate interpolation via delta time
let interpolation: f32 = delta_time.as_millis() as f32 / UPDATE_INTERVAL as f32;
@ -138,10 +123,29 @@ fn display(delta_time: Duration, object: &PhysicsObject) {
}
// DEBUG
// println!("test_object | Location: {:?} | Velocity: {:?}", render_object.location, render_object.velocity);
// println!("test_particle | Location: {:?} | Velocity: {:?}", render_particle.location, render_particle.velocity);
}
// 1D linear interpolation
fn lerp_1d(x: f64, y: f64, a: f64) -> f64 {
x + ((y - x) * a)
}
// returns a vector3 with random components
fn make_vector3() -> [f32; 3] {
let mut rng = rand::thread_rng();
let mut vector3: [f32; 3] = [0.0; 3];
for i in 0..3 {
let component = rng.gen::<f32>();
vector3[i] = component;
}
vector3
}
// gets the time in milliseconds that's elapsed since the earlier Instant
fn delta_time(earlier: Instant) -> u32 {
Instant::now().duration_since(earlier).as_millis() as u32
}