mirror of
https://github.com/bulletphysics/bullet3
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904 lines
35 KiB
C++
904 lines
35 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2015 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef NN3D_WALKERS_TIME_WARP_BASE_H
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#define NN3D_WALKERS_TIME_WARP_BASE_H
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btQuickprof.h" // Use your own timer, this timer is only used as we lack another timer
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#include "../CommonInterfaces/CommonRigidBodyBase.h"
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#include "../CommonInterfaces/CommonParameterInterface.h"
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//Solvers
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#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
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#include "BulletDynamics/ConstraintSolver/btNNCGConstraintSolver.h"
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#include "BulletDynamics/Featherstone/btMultiBodyConstraintSolver.h"
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#include "BulletDynamics/Featherstone/btMultiBodyDynamicsWorld.h"
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#include "BulletDynamics/MLCPSolvers/btDantzigSolver.h"
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#include "BulletDynamics/MLCPSolvers/btSolveProjectedGaussSeidel.h"
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#include "BulletDynamics/MLCPSolvers/btLemkeSolver.h"
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#include "BulletDynamics/MLCPSolvers/btMLCPSolver.h"
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#include "../Utils/b3ERPCFMHelper.hpp" // ERP/CFM setting utils
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static btScalar gSimulationSpeed = 1; // default simulation speed at startup
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// the current simulation speeds to choose from (the slider will snap to those using a custom form of snapping)
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namespace SimulationSpeeds {
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static double/*0*/PAUSE = 0;
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static double/*1*/QUARTER_SPEED = 0.25;
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static double/*2*/HALF_SPEED = 0.5;
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static double/*3*/NORMAL_SPEED = 1;
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static double/*4*/DOUBLE_SPEED = 2;
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static double/*5*/QUADRUPLE_SPEED = 4;
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static double/*6*/DECUPLE_SPEED = 10;
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static double/*7*/CENTUPLE_SPEED = 100;
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static double/*8*/QUINCENTUPLE_SPEED = 500;
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static double /*9*/ MILLITUPLE_SPEED = 1000;
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static double/*0*/MAX_SPEED = MILLITUPLE_SPEED;
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static double /**/NUM_SPEEDS = 11;
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};
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// add speeds from the namespace here
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static double speeds[] = {
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SimulationSpeeds::PAUSE,
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SimulationSpeeds::QUARTER_SPEED, SimulationSpeeds::HALF_SPEED,
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SimulationSpeeds::NORMAL_SPEED, SimulationSpeeds::DOUBLE_SPEED,
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SimulationSpeeds::QUADRUPLE_SPEED, SimulationSpeeds::DECUPLE_SPEED,
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SimulationSpeeds::CENTUPLE_SPEED, SimulationSpeeds::QUINCENTUPLE_SPEED,
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SimulationSpeeds::MILLITUPLE_SPEED};
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static btScalar gSolverIterations = 10; // default number of solver iterations for the iterative solvers
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static bool gIsHeadless = false; // demo runs with graphics by default
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static bool gChangeErpCfm = false; // flag to make recalculation of ERP/CFM
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static int gMinSpeed = SimulationSpeeds::PAUSE; // the minimum simulation speed
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static int gMaxSpeed = SimulationSpeeds::MAX_SPEED; // the maximum simulation speed
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static bool gMaximumSpeed = false; // the demo does not try to achieve maximum stepping speed by default
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static bool gInterpolate = false; // the demo does not use any bullet interpolated physics substeps
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static bool useSplitImpulse = true; // split impulse fixes issues with restitution in Baumgarte stabilization
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// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=7117&p=24631&hilit=Baumgarte#p24631
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// disabling continuous collision detection can also fix issues with restitution, though CCD is disabled by default an only kicks in at higher speeds
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// set CCD speed threshold and testing sphere radius per rigidbody (rb->setCCDSpeedThreshold())
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// all supported solvers by bullet
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enum SolverEnumType {
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SEQUENTIALIMPULSESOLVER = 0,
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GAUSSSEIDELSOLVER = 1,
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NNCGSOLVER = 2,
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DANZIGSOLVER = 3,
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LEMKESOLVER = 4,
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FSSOLVER = 5,
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NUM_SOLVERS = 6
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};
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// solvers can be changed by drop down menu
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namespace SolverType {
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static char SEQUENTIALIMPULSESOLVER[] = "Sequential Impulse Solver";
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static char GAUSSSEIDELSOLVER[] = "Gauss-Seidel Solver";
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static char NNCGSOLVER[] = "NNCG Solver";
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static char DANZIGSOLVER[] = "Danzig Solver";
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static char LEMKESOLVER[] = "Lemke Solver";
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static char FSSOLVER[] = "FeatherStone Solver";
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};
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static const char* solverTypes[NUM_SOLVERS];
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static SolverEnumType SOLVER_TYPE = SEQUENTIALIMPULSESOLVER; // You can switch the solver here
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//TODO:s===
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//TODO: Give specific explanations about solver values
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/**
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* Step size of the bullet physics simulator (solverAccuracy). Accuracy versus speed.
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*/
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// Choose an appropriate number of steps per second for your needs
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static btScalar gPhysicsStepsPerSecond = 60.0f; // Default number of steps
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//static btScalar gPhysicsStepsPerSecond = 120.0f; // Double steps for more accuracy
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//static btScalar gPhysicsStepsPerSecond = 240.0f; // For high accuracy
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//static btScalar gPhysicsStepsPerSecond = 1000.0f; // Very high accuracy
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// appropriate inverses for seconds and milliseconds
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static double fixedPhysicsStepSizeSec = 1.0f / gPhysicsStepsPerSecond; // steps size in seconds
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static double fixedPhysicsStepSizeMilli = 1000.0f / gPhysicsStepsPerSecond; // step size in milliseconds
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static btScalar gApplicationFrequency = 60.0f; // number of internal application ticks per second
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static int gApplicationTick = 1000.0f / gApplicationFrequency; //ms
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static btScalar gFramesPerSecond = 30.0f; // number of frames per second
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static btScalar gERPSpringK = 10;
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static btScalar gERPDamperC = 1;
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static btScalar gCFMSpringK = 10;
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static btScalar gCFMDamperC = 1;
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static btScalar gCFMSingularityAvoidance = 0;
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//GUI related parameter changing helpers
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inline void floorSliderValues(float notUsed) { // floor values that should be ints
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gSolverIterations = floor(gSolverIterations);
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}
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inline void twxChangePhysicsStepsPerSecond(float physicsStepsPerSecond) { // function to change simulation physics steps per second
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gPhysicsStepsPerSecond = physicsStepsPerSecond;
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}
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inline void twxChangeFPS(float framesPerSecond) {
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gFramesPerSecond = framesPerSecond;
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}
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inline void twxChangeERPCFM(float notUsed) { // function to change ERP/CFM appropriately
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gChangeErpCfm = true;
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}
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inline void changeSolver(int comboboxId, const char* item, void* userPointer) { // function to change the solver
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for(int i = 0; i < NUM_SOLVERS;i++){
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if(strcmp(solverTypes[i], item) == 0){ // if the strings are equal
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SOLVER_TYPE = ((SolverEnumType)i);
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b3Printf("=%s=\n Reset the simulation by double clicking it in the menu list.",item);
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return;
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}
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}
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b3Printf("No Change");
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}
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inline void twxChangeSolverIterations(float notUsed){ // change the solver iterations
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floorSliderValues(0); // floor the values set by slider
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}
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inline void clampToCustomSpeedNotches(float speed) { // function to clamp to custom speed notches
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double minSpeed = 0;
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double minSpeedDist = SimulationSpeeds::MAX_SPEED;
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for (int i = 0; i < SimulationSpeeds::NUM_SPEEDS; i++) {
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double speedDist = (speeds[i]-speed >= 0)?speeds[i]-speed:speed-speeds[i]; // float absolute
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if (minSpeedDist > speedDist) {
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minSpeedDist = speedDist;
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minSpeed = speeds[i];
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}
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}
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gSimulationSpeed = minSpeed;
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}
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inline void switchInterpolated(int buttonId, bool buttonState, void* userPointer){ // toggle if interpolation steps are taken
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gInterpolate=!gInterpolate;
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// b3Printf("Interpolate substeps %s", gInterpolate?"on":"off");
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}
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inline void switchHeadless(int buttonId, bool buttonState, void* userPointer){ // toggle if the demo should run headless
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gIsHeadless=!gIsHeadless;
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// b3Printf("Run headless %s", gIsHeadless?"on":"off");
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}
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inline void switchMaximumSpeed(int buttonId, bool buttonState, void* userPointer){ // toggle it the demo should run as fast as possible
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// b3Printf("Run maximum speed %s", gMaximumSpeed?"on":"off");
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}
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inline void setApplicationTick(float frequency){ // set internal application tick
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gApplicationTick = 1000.0f/frequency;
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}
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/**
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* @link: Gaffer on Games - Fix your timestep: http://gafferongames.com/game-physics/fix-your-timestep/
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*/
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struct NN3DWalkersTimeWarpBase: public CommonRigidBodyBase {
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NN3DWalkersTimeWarpBase(struct GUIHelperInterface* helper):
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CommonRigidBodyBase(helper),
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mPhysicsStepsPerSecondUpdated(false),
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mFramesPerSecondUpdated(false),
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mSolverIterationsUpdated(false) {
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// main frame timer initialization
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mApplicationStart = mLoopTimer.getTimeMilliseconds(); /**!< Initialize when the application started running */
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mInputClock = mApplicationStart; /**!< Initialize the last time the input was updated */
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mPreviousModelIteration = mApplicationStart;
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mThisModelIteration = mApplicationStart;
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mApplicationRuntime = mThisModelIteration - mApplicationStart; /**!< Initialize the application runtime */
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// sub frame time initializations
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mGraphicsStart = mApplicationStart; /** !< Initialize the last graphics start */
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mModelStart = mApplicationStart; /** !< Initialize the last model start */
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mInputStart = mApplicationStart; /** !< Initialize the last input start */
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mPhysicsStepStart = mApplicationStart; /**!< Initialize the physics step start */
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mPhysicsStepEnd = mApplicationStart; /**!< Initialize the physics step end */
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//durations
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mLastGraphicsTick = 0;
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mLastModelTick = 0;
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mLastInputTick = 0;
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mPhysicsTick = 0;
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mInputDt = 0;
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mModelAccumulator = 0;
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mFrameTime = 0;
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fpsTimeStamp = mLoopTimer.getTimeMilliseconds(); // to time the fps
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fpsStep = 1000.0f/gFramesPerSecond;
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// performance measurements for this demo
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performanceTimestamp = 0;
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performedTime = 0; // time the physics steps consumed
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speedUpPrintTimeStamp = mLoopTimer.getTimeSeconds(); // timer to print the speed up periodically
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mLoopTimer.reset();
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}
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~NN3DWalkersTimeWarpBase(){
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}
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void initPhysics(){ // initialize the demo
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setupBasicParamInterface(); // setup adjustable sliders and buttons for parameters
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m_guiHelper->setUpAxis(1); // Set Y axis as Up axis
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createEmptyDynamicsWorld(); // create an empty dynamic world
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m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
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}
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void setupBasicParamInterface(){ // setup the adjustable sliders and button for parameters
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{ // create a slider to adjust the simulation speed
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// Force increase the simulation speed to run the simulation with the same accuracy but a higher speed
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SliderParams slider("Simulation speed",
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&gSimulationSpeed);
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slider.m_minVal = gMinSpeed;
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slider.m_maxVal = gMaxSpeed;
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slider.m_callback = clampToCustomSpeedNotches;
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slider.m_clampToNotches = false;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a button to switch to headless simulation
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// This turns off the graphics update and therefore results in more time for the model update
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ButtonParams button("Run headless",0,true);
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button.m_callback = switchHeadless;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerButtonParameter(
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button);
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}
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{ // create a button to switch to maximum speed simulation (fully deterministic)
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// Interesting to test the maximal achievable speed on this hardware
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ButtonParams button("Run maximum speed",0,true);
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button.m_callback = switchMaximumSpeed;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerButtonParameter(
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button);
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}
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{ // create a button to switch bullet to perform interpolated substeps to speed up simulation
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// generally, interpolated steps are a good speed-up and should only be avoided if higher accuracy is needed (research purposes etc.)
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ButtonParams button("Perform interpolated substeps",0,true);
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button.m_callback = switchInterpolated;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerButtonParameter(
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button);
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}
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}
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void setupAdvancedParamInterface(){
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solverTypes[0] = SolverType::SEQUENTIALIMPULSESOLVER;
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solverTypes[1] = SolverType::GAUSSSEIDELSOLVER;
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solverTypes[2] = SolverType::NNCGSOLVER;
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solverTypes[3] = SolverType::DANZIGSOLVER;
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solverTypes[4] = SolverType::LEMKESOLVER;
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solverTypes[5] = SolverType::FSSOLVER;
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{
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ComboBoxParams comboParams;
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comboParams.m_comboboxId = 0;
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comboParams.m_numItems = NUM_SOLVERS;
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comboParams.m_startItem = SOLVER_TYPE;
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comboParams.m_callback = changeSolver;
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comboParams.m_items=solverTypes;
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m_guiHelper->getParameterInterface()->registerComboBox(comboParams);
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}
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{ // create a slider to adjust the number of internal application ticks
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// The set application tick should contain enough time to perform a full cycle of model update (physics and input)
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// and view update (graphics) with average application load. The graphics and input update determine the remaining time
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// for the physics update
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SliderParams slider("Application Ticks",
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&gApplicationFrequency);
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slider.m_minVal = gMinSpeed;
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slider.m_maxVal = gMaxSpeed;
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slider.m_callback = setApplicationTick;
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slider.m_clampToNotches = false;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to adjust the number of physics steps per second
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// The default number of steps is at 60, which is appropriate for most general simulations
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// For simulations with higher complexity or if you experience undesired behavior, try increasing the number of steps per second
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// Alternatively, try increasing the number of solver iterations if you experience jittering constraints due to non-converging solutions
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SliderParams slider("Physics steps per second", &gPhysicsStepsPerSecond);
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slider.m_minVal = 0;
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slider.m_maxVal = 1000;
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slider.m_callback = twxChangePhysicsStepsPerSecond;
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slider.m_clampToNotches = false;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to adjust the number of frames per second
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SliderParams slider("Frames per second", &gFramesPerSecond);
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slider.m_minVal = 0;
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slider.m_maxVal = 200;
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slider.m_callback = twxChangeFPS;
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slider.m_clampToNotches = false;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to adjust the number of solver iterations to converge to a solution
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// more complex simulations might need a higher number of iterations to converge, it also
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// depends on the type of solver.
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SliderParams slider(
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"Solver interations",
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&gSolverIterations);
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slider.m_minVal = 0;
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slider.m_maxVal = 1000;
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slider.m_callback = twxChangePhysicsStepsPerSecond;
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slider.m_clampToNotches = false;
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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// ERP/CFM sliders
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// Advanced users: Check descriptions of ERP/CFM in BulletUtils.cpp
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{ // create a slider to adjust ERP Spring k constant
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SliderParams slider("Global ERP Spring k (F=k*x)", &gERPSpringK);
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slider.m_minVal = 0;
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slider.m_maxVal = 10;
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slider.m_callback = twxChangeERPCFM;
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slider.m_clampToNotches = false;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to adjust ERP damper c constant
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SliderParams slider("Global ERP damper c (F=c*xdot)", &gERPDamperC);
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slider.m_minVal = 0;
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slider.m_maxVal = 10;
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slider.m_callback = twxChangeERPCFM;
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slider.m_clampToNotches = false;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to adjust CFM Spring k constant
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SliderParams slider("Global CFM Spring k (F=k*x)", &gCFMSpringK);
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slider.m_minVal = 0;
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slider.m_maxVal = 10;
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slider.m_callback = twxChangeERPCFM;
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slider.m_clampToNotches = false;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to adjust CFM damper c constant
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SliderParams slider("Global CFM damper c (F=c*xdot)", &gCFMDamperC);
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slider.m_minVal = 0;
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slider.m_maxVal = 10;
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slider.m_callback = twxChangeERPCFM;
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slider.m_clampToNotches = false;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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{ // create a slider to adjust CFM damper c constant
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SliderParams slider("Global CFM singularity avoidance", &gCFMSingularityAvoidance);
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slider.m_minVal = 0;
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slider.m_maxVal = 10;
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slider.m_callback = twxChangeERPCFM;
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slider.m_clampToNotches = false;
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if (m_guiHelper->getParameterInterface())
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m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
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slider);
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}
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}
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void createEmptyDynamicsWorld(){ // create an empty dynamics worlds according to the chosen settings via statics (top section of code)
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///collision configuration contains default setup for memory, collision setup
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m_collisionConfiguration = new btDefaultCollisionConfiguration();
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//m_collisionConfiguration->setConvexConvexMultipointIterations();
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///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
|
|
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
|
|
|
|
// default broadphase
|
|
m_broadphase = new btDbvtBroadphase();
|
|
|
|
// different solvers require different settings
|
|
switch (SOLVER_TYPE) {
|
|
case SEQUENTIALIMPULSESOLVER: {
|
|
// b3Printf("=%s=",SolverType::SEQUENTIALIMPULSESOLVER);
|
|
m_solver = new btSequentialImpulseConstraintSolver();
|
|
break;
|
|
}
|
|
case NNCGSOLVER: {
|
|
// b3Printf("=%s=",SolverType::NNCGSOLVER);
|
|
m_solver = new btNNCGConstraintSolver();
|
|
break;
|
|
}
|
|
case DANZIGSOLVER: {
|
|
// b3Printf("=%s=",SolverType::DANZIGSOLVER);
|
|
btDantzigSolver* mlcp = new btDantzigSolver();
|
|
m_solver = new btMLCPSolver(mlcp);
|
|
break;
|
|
}
|
|
case GAUSSSEIDELSOLVER: {
|
|
// b3Printf("=%s=",SolverType::GAUSSSEIDELSOLVER);
|
|
btSolveProjectedGaussSeidel* mlcp = new btSolveProjectedGaussSeidel();
|
|
m_solver = new btMLCPSolver(mlcp);
|
|
break;
|
|
}
|
|
case LEMKESOLVER: {
|
|
// b3Printf("=%s=",SolverType::LEMKESOLVER);
|
|
btLemkeSolver* mlcp = new btLemkeSolver();
|
|
m_solver = new btMLCPSolver(mlcp);
|
|
break;
|
|
}
|
|
case FSSOLVER: {
|
|
// b3Printf("=%s=",SolverType::FSSOLVER);
|
|
//Use the btMultiBodyConstraintSolver for Featherstone btMultiBody support
|
|
m_solver = new btMultiBodyConstraintSolver;
|
|
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (SOLVER_TYPE != FSSOLVER) {
|
|
//TODO: Set parameters for other solvers
|
|
|
|
m_dynamicsWorld = new btDiscreteDynamicsWorld(m_dispatcher,
|
|
m_broadphase, m_solver, m_collisionConfiguration);
|
|
|
|
if (SOLVER_TYPE == DANZIGSOLVER || SOLVER_TYPE == GAUSSSEIDELSOLVER) {
|
|
m_dynamicsWorld->getSolverInfo().m_minimumSolverBatchSize = 1; //for mlcp solver it is better to have a small A matrix
|
|
} else {
|
|
m_dynamicsWorld->getSolverInfo().m_minimumSolverBatchSize = 128; //for direct solver, it is better to solve multiple objects together, small batches have high overhead
|
|
}
|
|
|
|
m_dynamicsWorld->getDispatchInfo().m_useContinuous = true; // set continuous collision
|
|
|
|
}
|
|
else{
|
|
//use btMultiBodyDynamicsWorld for Featherstone btMultiBody support
|
|
m_dynamicsWorld = new btMultiBodyDynamicsWorld(m_dispatcher,
|
|
m_broadphase, (btMultiBodyConstraintSolver*) m_solver,
|
|
m_collisionConfiguration);
|
|
}
|
|
|
|
changeERPCFM(); // set appropriate ERP/CFM values according to the string and damper properties of the constraint
|
|
|
|
if (useSplitImpulse) { // If you experience strong repulsion forces in your constraints, it might help to enable the split impulse feature
|
|
m_dynamicsWorld->getSolverInfo().m_splitImpulse = 1; //enable split impulse feature
|
|
// m_dynamicsWorld->getSolverInfo().m_splitImpulsePenetrationThreshold =
|
|
// -0.02;
|
|
// m_dynamicsWorld->getSolverInfo().m_erp2 = BulletUtils::getERP(
|
|
// fixedPhysicsStepSizeSec, 10, 1);
|
|
// m_dynamicsWorld->getSolverInfo().m_splitImpulseTurnErp =
|
|
// BulletUtils::getERP(fixedPhysicsStepSizeSec, 10, 1);
|
|
// b3Printf("Using split impulse feature with ERP/TurnERP: (%f,%f)",
|
|
// m_dynamicsWorld->getSolverInfo().m_erp2,
|
|
// m_dynamicsWorld->getSolverInfo().m_splitImpulseTurnErp);
|
|
}
|
|
|
|
m_dynamicsWorld->getSolverInfo().m_numIterations = gSolverIterations; // set the number of solver iterations for iteration based solvers
|
|
|
|
m_dynamicsWorld->setGravity(btVector3(0, -9.81f, 0)); // set gravity to -9.81
|
|
|
|
}
|
|
|
|
btScalar calculatePerformedSpeedup() { // calculate performed speedup
|
|
// we calculate the performed speed up
|
|
btScalar speedUp = ((double)performedTime*1000.0)/((double)(mLoopTimer.getTimeMilliseconds()-performanceTimestamp));
|
|
// b3Printf("Avg Effective speedup: %f",speedUp);
|
|
performedTime = 0;
|
|
performanceTimestamp = mLoopTimer.getTimeMilliseconds();
|
|
return speedUp;
|
|
}
|
|
|
|
|
|
|
|
void timeWarpSimulation(float deltaTime) // Override this
|
|
{
|
|
|
|
}
|
|
|
|
void stepSimulation(float deltaTime){ // customly step the simulation
|
|
do{
|
|
|
|
// // settings
|
|
if(mPhysicsStepsPerSecondUpdated){
|
|
changePhysicsStepsPerSecond(gPhysicsStepsPerSecond);
|
|
mPhysicsStepsPerSecondUpdated = false;
|
|
}
|
|
|
|
if(mFramesPerSecondUpdated){
|
|
changeFPS(gFramesPerSecond);
|
|
mFramesPerSecondUpdated = false;
|
|
}
|
|
|
|
if(gChangeErpCfm){
|
|
changeERPCFM();
|
|
gChangeErpCfm = false;
|
|
}
|
|
|
|
if(mSolverIterationsUpdated){
|
|
changeSolverIterations(gSolverIterations);
|
|
mSolverIterationsUpdated = false;
|
|
}
|
|
|
|
|
|
// structure according to the canonical game loop
|
|
// http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Canonical_Game_Loop
|
|
|
|
//##############
|
|
// breaking conditions - if the loop should stop, then check it here
|
|
|
|
//#############
|
|
// model update - here you perform updates of your model, be it the physics model, the game or simulation state or anything not related to graphics and input
|
|
|
|
timeWarpSimulation(deltaTime);
|
|
if(mLoopTimer.getTimeSeconds() - speedUpPrintTimeStamp > 1){
|
|
// on reset, we calculate the performed speed up
|
|
double speedUp = ((double)performedTime*1000.0)/((double)(mLoopTimer.getTimeMilliseconds()-performanceTimestamp));
|
|
// b3Printf("Avg Effective speedup: %f",speedUp);
|
|
performedTime = 0;
|
|
performanceTimestamp = mLoopTimer.getTimeMilliseconds();
|
|
speedUpPrintTimeStamp = mLoopTimer.getTimeSeconds();
|
|
}
|
|
|
|
// update timers
|
|
mThisModelIteration = mLoopTimer.getTimeMilliseconds();
|
|
mFrameTime = mThisModelIteration - mPreviousModelIteration; /**!< Calculate the frame time (in Milliseconds) */
|
|
mPreviousModelIteration = mThisModelIteration;
|
|
|
|
// b3Printf("Current Frame time: % u", mFrameTime);
|
|
|
|
mApplicationRuntime = mThisModelIteration - mApplicationStart; /**!< Update main frame timer (in Milliseconds) */
|
|
|
|
mModelStart = mLoopTimer.getTimeMilliseconds(); /**!< Begin with the model update (in Milliseconds)*/
|
|
mLastGraphicsTick = mModelStart - mGraphicsStart; /**!< Update graphics timer (in Milliseconds) */
|
|
|
|
if (gMaximumSpeed /** If maximum speed is enabled*/) {
|
|
performMaxStep();
|
|
} else { /**!< This mode tries to progress as much time as it is expected from the game loop*/
|
|
performSpeedStep();
|
|
}
|
|
|
|
mInputStart = mLoopTimer.getTimeMilliseconds(); /**!< Start the input update */
|
|
mLastModelTick = mInputStart - mModelStart; /**!< Calculate the time the model update took */
|
|
|
|
//#############
|
|
// Input update - Game Clock part of the loop
|
|
/** This runs once every gApplicationTick milliseconds on average */
|
|
mInputDt = mThisModelIteration - mInputClock;
|
|
if (mInputDt >= gApplicationTick) {
|
|
mInputClock = mThisModelIteration;
|
|
// mInputHandler.injectInput(); /**!< Inject input into handlers */
|
|
// mInputHandler.update(mInputClock); /**!< update elements that work on the current input state */
|
|
}
|
|
|
|
mGraphicsStart = mLoopTimer.getTimeMilliseconds(); /**!< Start the graphics update */
|
|
mLastInputTick = mGraphicsStart - mInputStart; /**!< Calculate the time the input injection took */
|
|
|
|
//#############
|
|
// Graphics update - Here you perform the representation of your model, meaning graphics rendering according to what your game or simulation model describes
|
|
// In the example browser, there is a separate method called renderScene() for this
|
|
|
|
// Uncomment this for some detailed output about the application ticks
|
|
// b3Printf(
|
|
// "Physics time: %u milliseconds / Graphics time: %u milliseconds / Input time: %u milliseconds / Total time passed: %u milliseconds",
|
|
// mLastModelTick, mLastGraphicsTick, mLastInputTick, mApplicationRuntime);
|
|
|
|
}while(mLoopTimer.getTimeMilliseconds() - fpsTimeStamp < fpsStep); // escape the loop if it is time to render
|
|
// Unfortunately, the input is not included in the loop, therefore the input update frequency is equal to the fps
|
|
|
|
fpsTimeStamp = mLoopTimer.getTimeMilliseconds();
|
|
|
|
}
|
|
|
|
virtual bool keyboardCallback(int key, int state)
|
|
{
|
|
switch(key)
|
|
{
|
|
case '1':{
|
|
gSimulationSpeed = SimulationSpeeds::QUARTER_SPEED;
|
|
gMaximumSpeed = false;
|
|
return true;
|
|
}
|
|
case '2':{
|
|
gSimulationSpeed = SimulationSpeeds::HALF_SPEED;
|
|
gMaximumSpeed = false;
|
|
return true;
|
|
}
|
|
case '3':{
|
|
gSimulationSpeed = SimulationSpeeds::NORMAL_SPEED;
|
|
gMaximumSpeed = false;
|
|
return true;
|
|
}
|
|
case '4':{
|
|
gSimulationSpeed = SimulationSpeeds::DOUBLE_SPEED;
|
|
gMaximumSpeed = false;
|
|
return true;
|
|
}
|
|
case '5':{
|
|
gSimulationSpeed = SimulationSpeeds::QUADRUPLE_SPEED;
|
|
gMaximumSpeed = false;
|
|
return true;
|
|
}
|
|
case '6':{
|
|
gSimulationSpeed = SimulationSpeeds::DECUPLE_SPEED;
|
|
gMaximumSpeed = false;
|
|
return true;
|
|
}
|
|
case '7':{
|
|
gSimulationSpeed = SimulationSpeeds::CENTUPLE_SPEED;
|
|
gMaximumSpeed = false;
|
|
return true;
|
|
}
|
|
case '8':{
|
|
gSimulationSpeed = SimulationSpeeds::QUINCENTUPLE_SPEED;
|
|
gMaximumSpeed = false;
|
|
return true;
|
|
}
|
|
case '9':{
|
|
gSimulationSpeed = SimulationSpeeds::MILLITUPLE_SPEED;
|
|
gMaximumSpeed = false;
|
|
return true;
|
|
}
|
|
case '0':{
|
|
gSimulationSpeed = SimulationSpeeds::MAX_SPEED;
|
|
gMaximumSpeed = true;
|
|
return true;
|
|
}
|
|
}
|
|
return CommonRigidBodyBase::keyboardCallback(key,state);
|
|
}
|
|
|
|
|
|
void changePhysicsStepsPerSecond(float physicsStepsPerSecond){ // change the simulation accuracy
|
|
if (m_dynamicsWorld && physicsStepsPerSecond) {
|
|
fixedPhysicsStepSizeSec = 1.0f / physicsStepsPerSecond;
|
|
fixedPhysicsStepSizeMilli = 1000.0f / physicsStepsPerSecond;
|
|
|
|
changeERPCFM();
|
|
}
|
|
}
|
|
|
|
void changeERPCFM(){ // Change ERP/CFM appropriately to the timestep and the ERP/CFM parameters above
|
|
if(m_dynamicsWorld){
|
|
m_dynamicsWorld->getSolverInfo().m_erp = b3ERPCFMHelper::getERP( // set the error reduction parameter
|
|
fixedPhysicsStepSizeSec, // step size per second
|
|
gERPSpringK, // k of a spring in the equation F = k * x (x:position)
|
|
gERPDamperC); // k of a damper in the equation F = k * v (v:velocity)
|
|
|
|
m_dynamicsWorld->getSolverInfo().m_globalCfm = b3ERPCFMHelper::getCFM( // set the constraint force mixing according to the time step
|
|
gCFMSingularityAvoidance, // singularity avoidance (if you experience unsolvable constraints, increase this value
|
|
fixedPhysicsStepSizeSec, // steps size per second
|
|
gCFMSpringK, // k of a spring in the equation F = k * x (x:position)
|
|
gCFMDamperC); // k of a damper in the equation F = k * v (v:velocity)
|
|
|
|
// b3Printf("Bullet DynamicsWorld ERP: %f",
|
|
// m_dynamicsWorld->getSolverInfo().m_erp);
|
|
|
|
// b3Printf("Bullet DynamicsWorld CFM: %f",
|
|
// m_dynamicsWorld->getSolverInfo().m_globalCfm);
|
|
}
|
|
}
|
|
|
|
void changeSolverIterations(int iterations){ // change the number of iterations
|
|
m_dynamicsWorld->getSolverInfo().m_numIterations = iterations;
|
|
}
|
|
|
|
void changeFPS(float framesPerSecond){ // change the frames per second
|
|
fpsStep = 1000.0f / gFramesPerSecond;
|
|
}
|
|
|
|
void performTrueSteps(btScalar timeStep){ // physics stepping without interpolated substeps
|
|
int subSteps = floor((timeStep / fixedPhysicsStepSizeSec)+0.5); /**!< Calculate the number of full normal time steps we can take */
|
|
|
|
for (int i = 0; i < subSteps; i++) { /**!< Perform the number of substeps to reach the timestep*/
|
|
if (timeStep && m_dynamicsWorld) {
|
|
// since we want to perform all proper steps, we perform no interpolated substeps
|
|
int subSteps = 1;
|
|
|
|
m_dynamicsWorld->stepSimulation(btScalar(timeStep),
|
|
btScalar(subSteps), btScalar(fixedPhysicsStepSizeSec));
|
|
}
|
|
}
|
|
}
|
|
|
|
void performInterpolatedSteps(btScalar timeStep){ // physics stepping with interpolated substeps
|
|
int subSteps = 1 + floor((timeStep / fixedPhysicsStepSizeSec)+0.5); /**!< Calculate the number of full normal time steps we can take, plus 1 for safety of not losing time */
|
|
if (timeStep && m_dynamicsWorld) {
|
|
|
|
m_dynamicsWorld->stepSimulation(btScalar(timeStep), btScalar(subSteps),
|
|
btScalar(fixedPhysicsStepSizeSec)); /**!< Perform the number of substeps to reach the timestep*/
|
|
}
|
|
}
|
|
|
|
void performMaxStep(){ // perform as many steps as possible
|
|
if(gApplicationTick >= mLastGraphicsTick + mLastInputTick){ // if the remaining time for graphics is going to be positive
|
|
mPhysicsTick = gApplicationTick /**!< calculate the remaining time for physics (in Milliseconds) */
|
|
- mLastGraphicsTick - mLastInputTick;
|
|
}
|
|
else{
|
|
mPhysicsTick = 0; // no time for physics left / The internal application step is too high
|
|
}
|
|
|
|
// b3Printf("Application tick: %u",gApplicationTick);
|
|
// b3Printf("Graphics tick: %u",mLastGraphicsTick);
|
|
// b3Printf("Input tick: %u",mLastInputTick);
|
|
// b3Printf("Physics tick: %u",mPhysicsTick);
|
|
|
|
if (mPhysicsTick > 0) { // with positive physics tick we perform as many update steps until the time for it is used up
|
|
|
|
mPhysicsStepStart = mLoopTimer.getTimeMilliseconds(); /**!< The physics updates start (in Milliseconds)*/
|
|
mPhysicsStepEnd = mPhysicsStepStart;
|
|
|
|
while (mPhysicsTick > mPhysicsStepEnd - mPhysicsStepStart) { /**!< Update the physics until we run out of time (in Milliseconds) */
|
|
// b3Printf("Physics passed: %u", mPhysicsStepEnd - mPhysicsStepStart);
|
|
double timeStep = fixedPhysicsStepSizeSec; /**!< update the world (in Seconds) */
|
|
|
|
if (gInterpolate) {
|
|
performInterpolatedSteps(timeStep);
|
|
} else {
|
|
performTrueSteps(timeStep);
|
|
}
|
|
performedTime += timeStep;
|
|
mPhysicsStepEnd = mLoopTimer.getTimeMilliseconds(); /**!< Update the last physics step end to stop updating in time (in Milliseconds) */
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void performSpeedStep(){ // force-perform the number of steps needed to achieve a certain speed (safe to too high speeds, meaning the application will lose time, not the physics)
|
|
if (mFrameTime > gApplicationTick) { /** cap frametime to make the application lose time, not the physics (in Milliseconds) */
|
|
mFrameTime = gApplicationTick; // This prevents the physics time accumulator to sum up too much time
|
|
} // The simulation therefore gets slower, but still performs all requested physics steps
|
|
|
|
mModelAccumulator += mFrameTime; /**!< Accumulate the time the physics simulation has to perform in order to stay in real-time (in Milliseconds) */
|
|
// b3Printf("Model time accumulator: %u", mModelAccumulator);
|
|
|
|
int steps = floor(mModelAccumulator / fixedPhysicsStepSizeMilli); /**!< Calculate the number of time steps we can take */
|
|
// b3Printf("Next steps: %i", steps);
|
|
|
|
if (steps > 0) { /**!< Update if we can take at least one step */
|
|
|
|
double timeStep = gSimulationSpeed * steps * fixedPhysicsStepSizeSec; /**!< update the universe (in Seconds) */
|
|
|
|
if (gInterpolate) {
|
|
performInterpolatedSteps(timeStep); // perform interpolated steps
|
|
} else {
|
|
performTrueSteps(timeStep); // perform full steps
|
|
}
|
|
performedTime += timeStep; // sum up the performed time for measuring the speed up
|
|
mModelAccumulator -= steps * fixedPhysicsStepSizeMilli; /**!< Remove the time performed by the physics simulation from the accumulator, the remaining time carries over to the next cycle (in Milliseconds) */
|
|
}
|
|
}
|
|
|
|
void renderScene() { // render the scene
|
|
if(!gIsHeadless){ // while the simulation is not running headlessly, render to screen
|
|
CommonRigidBodyBase::renderScene();
|
|
|
|
if(m_dynamicsWorld->getDebugDrawer()){
|
|
debugDraw(m_dynamicsWorld->getDebugDrawer()->getDebugMode());
|
|
}
|
|
}
|
|
mIsHeadless = gIsHeadless;
|
|
}
|
|
void resetCamera() { // reset the camera to its original position
|
|
float dist = 41;
|
|
float pitch = 52;
|
|
float yaw = 35;
|
|
float targetPos[3] = { 0, 0.46, 0 };
|
|
m_guiHelper->resetCamera(dist, pitch, yaw, targetPos[0], targetPos[1],
|
|
targetPos[2]);
|
|
}
|
|
|
|
// loop timing components ###################
|
|
//# loop timestamps
|
|
btClock mLoopTimer; /**!< The loop timer to time the loop correctly */
|
|
unsigned long int mApplicationStart; /**!< The time the application was started (absolute, in Milliseconds) */
|
|
unsigned long int mPreviousModelIteration; /**!< The previous model iteration timestamp (absolute, in Milliseconds) */
|
|
unsigned long int mThisModelIteration; /**!< This model iteration timestamp (absolute, in Milliseconds) */
|
|
|
|
//# loop durations
|
|
long int mModelAccumulator; /**!< The time to forward the model in this loop iteration (relative, in Milliseconds) */
|
|
unsigned long int mFrameTime; /**!< The time to render a frame (relative, in Milliseconds) */
|
|
unsigned long int mApplicationRuntime; /**!< The total application runtime (relative, in Milliseconds) */
|
|
|
|
long int mInputDt; /**!< The time difference of input that has to be fed in */
|
|
unsigned long int mInputClock;
|
|
|
|
long int mLastGraphicsTick; /*!< The time it took the graphics rendering last time (relative, in Milliseconds) */
|
|
unsigned long int mGraphicsStart;
|
|
|
|
long int mLastInputTick; /**!< The time it took the input to process last time (relative, in Milliseconds) */
|
|
unsigned long int mInputStart;
|
|
|
|
long int mLastModelTick; /**!< The time it took the model to update last time
|
|
This includes the bullet physics update */
|
|
unsigned long int mModelStart; /**!< The timestamp the model started updating last (absolute, in Milliseconds)*/
|
|
|
|
long int mPhysicsTick; /**!< The time remaining in the loop to update the physics (relative, in Milliseconds)*/
|
|
unsigned long int mPhysicsStepStart; /**!< The physics start timestamp (absolute, in Milliseconds) */
|
|
unsigned long int mPhysicsStepEnd; /**!< The last physics step end (absolute, in Milliseconds) */
|
|
|
|
// to measure the performance of the demo
|
|
double performedTime;
|
|
unsigned long int performanceTimestamp;
|
|
|
|
unsigned long int speedUpPrintTimeStamp;
|
|
|
|
unsigned long int fpsTimeStamp; /**!< FPS timing variables */
|
|
double fpsStep;
|
|
|
|
//store old values
|
|
bool mPhysicsStepsPerSecondUpdated;
|
|
bool mFramesPerSecondUpdated;
|
|
bool mSolverIterationsUpdated;
|
|
bool mIsHeadless;
|
|
};
|
|
|
|
#endif //NN3D_WALKERS_TIME_WARP_BASE_H
|
|
|