refactoring
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6e0b775a86
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48419a3747
@ -1,7 +1,5 @@
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use std::env;
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use slipwave::time::{State, Loop};
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use slipwave::log::{Logger};
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use slipwave::vcr::{ComputeObject};
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fn main() {
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println!("Slipwave Engine | 2021 | Skye Terran");
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@ -13,6 +11,9 @@ fn main() {
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log_time.print("Creating sim loop...");
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let mut sim = Loop::new();
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// set if the sim is realtime or as fast as possible
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sim.set_realtime(false);
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// set the loop update interval
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sim.set_update_interval(40);
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@ -20,11 +21,7 @@ fn main() {
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sim.get_state_mut().set_timescale(1.0);
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// datastream
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let mut x: i32 = 0;
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// Create a compute object
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let args: Vec<String> = env::args().collect();
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let file_path: &String = &args[1];
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let mut velocity: f32 = 100.0;
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// execute the sim loop
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log_time.print("Executing loop...");
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@ -35,16 +32,21 @@ fn main() {
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// update logic goes here
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if sim.is_awake() {
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// Create and execute a compute object
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let mut vm = ComputeObject::from_file(file_path);
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println!("{:?}", vm.execute());
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velocity -= 9.8 * sim.get_state().get_timestep();
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//println!("{}", velocity);
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//sim.get_state().debug_time();
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}
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//sim.get_state().debug_time();
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// display logic goes here
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// problem: the timestep is not what we want here. we need to get the elapsed time
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//let timestep = sim.get_state().get_timestep();
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//let x_interpolated: f32 = x as f32 + timestep;
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//println!("x: {}", x_interpolated);
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// End condition
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if velocity < 50.0 {
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sim.get_state().debug_time();
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break;
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}
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}
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}
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37
src/time.rs
37
src/time.rs
@ -8,7 +8,7 @@ pub struct State {
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clock_start: Instant,
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last_tick: Instant,
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delta_time: u32,
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timestep: f32,
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lapse: f32,
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irl_time: Duration,
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sim_time: Duration
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}
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@ -23,7 +23,7 @@ impl State {
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clock_start: Instant::now(),
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last_tick: Instant::now(),
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delta_time: 0,
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timestep: 0.0,
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lapse: 0.0,
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irl_time: Duration::new(0,0),
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sim_time: Duration::new(0,0)
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};
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@ -37,9 +37,14 @@ impl State {
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self.delta_time
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}
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/// Returns the current "timestep", the virtual time (in s) elapsed since the last update tick (necessary for scaling physics simulations, etc.)
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/// Returns the current "timestep", which is the delta time represented in seconds as a float
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pub fn get_timestep(self) -> f32 {
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self.timestep
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self.delta_time as f32 / 1000.0
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}
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/// Returns the current "lapse", the virtual time (in s) elapsed since the last update tick
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pub fn get_lapse(self) -> f32 {
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self.lapse
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}
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/// Returns the current real time elapsed since the start of the simulation
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@ -80,15 +85,15 @@ impl State {
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/// Prints a string of information about the current step's timings
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///
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/// # Example:
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/// `IRL time: 4443ms | Sim time: 4443ms | Delta time (tick): 40ms | Delta time (step): 40.0638ms | Timestep: 0.04s`
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/// `IRL time: 4443ms | Sim time: 4443ms | Delta time (tick): 40ms | Delta time (step): 40.0638ms | lapse: 0.04s`
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/// # Terminology:
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/// - *IRL time:* Real time (in ms) elapsed since the start of the simulation
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/// - *Sim time:* Virtual time (in ms) elapsed since the start of the simulation
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/// - *Delta time (tick):* Real time (in ms) elapsed between the last tick and the previous tick
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/// - *Timestep:* Virtual time (in s with ms accuracy) elapsed since the last tick
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/// - *lapse:* Virtual time (in s with ms accuracy) elapsed since the last tick
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pub fn debug_time(self) {
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let elapsed_time = Instant::now().duration_since(self.last_tick);
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println!("IRL time: {}ms | Sim time: {}ms | Delta time: {}ms | Timestep: {}", self.irl_time.as_millis(), self.sim_time.as_millis(), self.delta_time, self.timestep);
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println!("IRL time: {}ms | Sim time: {}ms | Delta time: {}ms | Lapse: {}", self.irl_time.as_millis(), self.sim_time.as_millis(), self.delta_time, self.lapse);
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}
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}
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@ -117,8 +122,8 @@ impl Loop {
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// Initialize the delta time to be the same as the update interval (to prevent division by zero)
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new_loop.state.delta_time = new_loop.update_interval;
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// Initialize the timestep based on the new delta time
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new_loop.state.timestep = 0.0;
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// Initialize the lapse based on the new delta time
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new_loop.state.lapse = 0.0;
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// Return the now-initialized Loop
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new_loop
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@ -179,14 +184,14 @@ impl Loop {
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// mark the loop as "asleep", meaning update logic should NOT occur
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self.awake = false;
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}
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// compute the current timestep (a float describing the virtual time since last tick, in ticks)
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let mut current_timestep = (elapsed_time.as_millis() as f32) / (self.update_interval as f32);
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// prevent a timestep of 1.0 (which will throw off interpolation)
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if current_timestep >= 1.0 {
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current_timestep = 0.0;
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// compute the current lapse (a float describing the virtual time since last tick, in ticks)
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let mut current_lapse = (elapsed_time.as_millis() as f32) / (self.update_interval as f32);
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// prevent a lapse of 1.0 (which will throw off interpolation)
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if current_lapse >= 1.0 {
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current_lapse = 0.0;
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}
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// update the sim timestep
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self.state.timestep = current_timestep;
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// update the sim lapse
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self.state.lapse = current_lapse;
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}
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}
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