use std::time::{Duration, Instant}; /// Contains mutable simulation state which can be changed via callback functions #[derive(Copy, Clone)] pub struct State { timescale: f32, simulate: bool, clock_start: Instant, last_tick: Instant, delta_time: u32, lapse: f32, irl_time: Duration, sim_time: Duration } impl State { /// Creates a default State object pub fn new() -> State { // Create default state object let new_state = State { timescale: 1.0, simulate: true, clock_start: Instant::now(), last_tick: Instant::now(), delta_time: 0, lapse: 0.0, irl_time: Duration::new(0,0), sim_time: Duration::new(0,0) }; // Return this default state new_state } /// Returns the current "delta time", the real time (in ms) elapsed since the last update tick pub fn get_delta_time(self) -> u32 { self.delta_time } /// Returns the current "timestep", which is the delta time represented in seconds as a float pub fn get_timestep(self) -> f32 { self.delta_time as f32 / 1000.0 } /// Returns the current "lapse", the virtual time (in s) elapsed since the last update tick pub fn get_lapse(self) -> f32 { self.lapse } /// Returns the current real time elapsed since the start of the simulation pub fn get_irl_time(self) -> Duration { self.irl_time } /// Returns the current simulation time elapsed since the start of the simulation pub fn get_sim_time(self) -> Duration { self.sim_time } /// Returns the current "timescale", the speed of simulation time relative to real time pub fn get_timescale(self) -> f32 { self.timescale } /// Returns the time of the last tick pub fn get_last_tick(self) -> Instant { self.last_tick } /// Pauses the simulation from within update logic pub fn pause(&mut self) { self.simulate = false; } /// Resumes the simulation from within update logic pub fn resume(&mut self) { self.simulate = true; } /// Changes the simulation timescale pub fn set_timescale(&mut self, timescale: f32) { self.timescale = timescale; } /// Prints a string of information about the current step's timings /// /// # Example: /// `IRL time: 4443ms | Sim time: 4443ms | Delta time (tick): 40ms | Delta time (step): 40.0638ms | lapse: 0.04s` /// # Terminology: /// - *IRL time:* Real time (in ms) elapsed since the start of the simulation /// - *Sim time:* Virtual time (in ms) elapsed since the start of the simulation /// - *Delta time (tick):* Real time (in ms) elapsed between the last tick and the previous tick /// - *lapse:* Virtual time (in s with ms accuracy) elapsed since the last tick pub fn debug_time(self) { let elapsed_time = Instant::now().duration_since(self.last_tick); 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); } } /// The simulation loop itself pub struct Loop { state: State, realtime: bool, update_interval: u32, awake: bool } impl Loop { /// Creates a new simulation with default values pub fn new() -> Loop { // Create a new State object let mut new_state = State::new(); // Create a Loop object with a default State let mut new_loop = Loop { state: new_state, realtime: true, update_interval: 40, awake: false }; // Initialize the delta time to be the same as the update interval (to prevent division by zero) new_loop.state.delta_time = new_loop.update_interval; // Initialize the lapse based on the new delta time new_loop.state.lapse = 0.0; // Return the now-initialized Loop new_loop } /// Initializes or re-initializes the simulation pub fn init(&mut self) { // Make sure the simulation will run self.state.simulate = true; // reset the internal clocks self.state.clock_start = Instant::now(); self.state.irl_time = Duration::new(0,0); self.state.sim_time = Duration::new(0,0); } /// Returns whether the loop is currently "awake" (logic should occur) pub fn is_awake(&self) -> bool { self.awake } /// Returns an immutable reference to the Loop's current State object pub fn get_state(&self) -> &State { &self.state } /// Returns a mutable reference to the Loop's State object pub fn get_state_mut(&mut self) -> &mut State { &mut self.state } /// Executes the per-loop logic (can be triggered manually so that hypoloop can be tied into external event loops) // TODO - support frameskips pub fn step(&mut self) { // don't run if the simulation is paused if self.state.simulate { // track elapsed real time each step let elapsed_time = Instant::now().duration_since(self.state.last_tick); if !self.realtime || delta_time(self.state.last_tick) >= self.update_interval { // update clocks if self.realtime { self.state.delta_time = delta_time(self.state.last_tick); self.state.sim_time += elapsed_time.mul_f32(self.state.timescale); self.state.irl_time += elapsed_time; } else { self.state.delta_time = self.update_interval; self.state.sim_time += Duration::from_millis(self.update_interval as u64); self.state.irl_time = Instant::now().duration_since(self.state.clock_start); } // mark the loop as "awake", meaning update logic should occur self.awake = true; // record last tick time self.state.last_tick = Instant::now(); } else { // mark the loop as "asleep", meaning update logic should NOT occur self.awake = false; } // compute the current lapse (a float describing the virtual time since last tick, in ticks) let mut current_lapse = (elapsed_time.as_millis() as f32) / (self.update_interval as f32); // prevent a lapse of 1.0 (which will throw off interpolation) if current_lapse >= 1.0 { current_lapse = 0.0; } // update the sim lapse self.state.lapse = current_lapse; } } /// Turns real-time mode on/off pub fn set_realtime(&mut self, realtime: bool) { self.realtime = realtime; } /// Returns the "update interval", the minimum time (in ms) which will elapse between update ticks pub fn get_update_interval(self) -> u32 { self.update_interval } /// Changes the update interval pub fn set_update_interval(&mut self, update_interval: u32) { self.update_interval = update_interval; } } // gets the real time (in ms) that's elapsed since the earlier Instant fn delta_time(earlier: Instant) -> u32 { Instant::now().duration_since(earlier).as_millis() as u32 }