本文整理汇总了C++中TIMER::Reset方法的典型用法代码示例。如果您正苦于以下问题:C++ TIMER::Reset方法的具体用法?C++ TIMER::Reset怎么用?C++ TIMER::Reset使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TIMER
的用法示例。
在下文中一共展示了TIMER::Reset方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DemoInit
//Set up variables
bool DemoInit()
{
if(!window.Init("Metaballs", 512, 512, 32, 24, 8, WINDOWED_SCREEN))
return 0; //quit if not created
//set up grid
if(!cubeGrid.CreateMemory())
return false;
if(!cubeGrid.Init(gridSize))
return false;
//set up metaballs
for(int i=0; i<numMetaballs; i++)
metaballs[i].Init(VECTOR3D(0.0f, 0.0f, 0.0f), 5.0f+float(i));
//Set Up Colors
diffuseColors[0].Set(0.345f, 0.843f, 0.902f, 1.0f);
diffuseColors[1].Set(0.047f, 0.839f, 0.271f, 1.0f);
diffuseColors[2].Set(0.976f, 0.213f, 0.847f, 1.0f);
//reset timer for start
timer.Reset();
return true;
}
示例2: StateGraphicsNext
void StateGraphicsNext(int state)
{
if (StateGraphics == state)
{
return;
}
StateGraphicsTimer.Reset();
StateGraphicsLast = StateGraphics;
StateGraphics = state;
// The visual target first appears in this state, so set graphics sync timer.
if (StateGraphics == STATE_GO)
{
// Set graphics sync timer relative to offset of next vertical retrace.
GraphicsTargetTimer.Reset(-GRAPHICS_VerticalRetraceOffsetTimeUntilNext());
}
}
示例3: StateNext
void StateNext(int state)
{
if (State == state)
{
return;
}
printf("STATE: %s[%d] > %s[%d] (%.0lf msec).\n", StateText[State], State, StateText[state], state, StateTimer.Elapsed());
StateTimer.Reset();
StateLast = State;
State = state;
}
示例4: Init
//Called for initiation
bool Init(void)
{
//Check for necessary extensions
if(!GLEE_ARB_depth_texture || !GLEE_ARB_shadow)
{
printf("I require ARB_depth_texture and ARB_shadow extensionsn\n");
return false;
}
//Load identity modelview
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//Shading states
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//Depth states
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
//We use glScale when drawing the scene
glEnable(GL_NORMALIZE);
//Create the shadow map texture
glGenTextures(1, &shadowMapTexture);
glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadowMapSize, shadowMapSize, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
//Use the color as the ambient and diffuse material
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
//White specular material color, shininess 16
glMaterialfv(GL_FRONT, GL_SPECULAR, white);
glMaterialf(GL_FRONT, GL_SHININESS, 16.0f);
//Calculate & save matrices
glPushMatrix();
glLoadIdentity();
gluPerspective(45.0f, (float)windowWidth/windowHeight, 1.0f, 100.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, cameraProjectionMatrix);
glLoadIdentity();
gluLookAt(cameraPosition.x, cameraPosition.y, cameraPosition.z,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, cameraViewMatrix);
glLoadIdentity();
gluPerspective(45.0f, 1.0f, 2.0f, 8.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, lightProjectionMatrix);
glLoadIdentity();
gluLookAt( lightPosition.x, lightPosition.y, lightPosition.z,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, lightViewMatrix);
glPopMatrix();
//Reset timer
timer.Reset();
return true;
}
示例5: StateProcess
void StateProcess(void)
{
double d;
// Check that robot is in a safe state.
if (!ROBOT_Safe(ROBOT_ID))
{
printf("Robot not safe.\n");
ProgramExit();
}
// Special processing while a trial is running.
if (TrialRunning)
{
if (!RobotActive())
{
// If robot is not active, abort current trial.
ErrorRobotInactive();
TrialAbort();
MissTrial();
}
else
if (FrameData.Full())
{
// Abort current trail if frame data is full.
ErrorFrameDataFull();
TrialAbort();
MissTrial();
}
}
// Some states are processing in the LoopTask.
if (StateLoopTask[State])
{
return;
}
// State processing.
switch (State)
{
case STATE_INITIALIZE:
// Initialization state.
if (TargetTestFlag)
{
break;
}
ExperimentTimer.Reset();
StateNext(STATE_SETUP);
break;
case STATE_SETUP:
// Setup details of next trial, but only when robot stationary and active.
if (RobotNotMoving() && RobotActive())
{
printf("Dynamic learning: before Trialsetup i am here=====!!!!\n");
TrialSetup();
StateNext(STATE_HOME);
}
break;
case STATE_HOME:
// Start trial when robot in home position (and stationary and active).
if (RobotNotMoving() && RobotHome() && RobotActive())
{
StateNext(STATE_START);
break;
}
break;
case STATE_START:
// Start trial.
TrialStart();
StateNext(STATE_DELAY);
break;
case STATE_DELAY:
// Delay period before go signal.
if (StateTimer.ExpiredSeconds(TrialDelay))
{
StateNext(STATE_GO);
break;
}
if (MovementStarted())
{
ErrorMoveTooSoon();
TrialAbort();
MissTrial();
}
break;
case STATE_GO:
// Wait until graphics state matches.
if (State != StateGraphics)
{
//.........这里部分代码省略.........
示例6: TrialList
BOOL TrialList(void)
{
int item, i;
BOOL ok = TRUE;
TotalTrials = 0;
// Single or multiple configuration file paradigm?
if (ConfigFiles == 1)
{
TotalTrials = Trials;
ConfigIndex = 0;
}
else
{
// Loop over configuration files, counting the number of trials.
for (ok = TRUE, ConfigIndex = 1; (ok && (ConfigIndex < ConfigFiles)); ConfigIndex++)
{
if (!ConfigLoad(ConfigFile[ConfigIndex]))
{
ok = FALSE;
continue;
}
TotalTrials += Trials;
printf("%d %s Trials=%d TotalTrials=%d\n", ConfigIndex, ConfigFile[ConfigIndex], Trials, TotalTrials);
}
ConfigIndex = 1;
}
if ((TotalTrials == 0) || !ok)
{
return(FALSE);
}
// Set rows of TrialData to the number of trials.
TrialData.SetRows(TotalTrials);
printf("Making list of %d trials (ESCape to abort)...\n", TotalTrials);
TotalTrials = 0;
TotalNullTrials = 0;
TotalExposureTrials = 0;
TotalCatchTrials = 0;
// Loop over configuration files, appending each to growing trial list.
for (ok = TRUE; (ok && (ConfigIndex < ConfigFiles)); ConfigIndex++)
{
if (ConfigIndex > 0)
{
if (!ConfigLoad(ConfigFile[ConfigIndex]))
{
ok = FALSE;
continue;
}
}
// Create subset of trials for this configuration file.
if (!TrialListSubset())
{
ok = FALSE;
continue;
}
TotalTrials += Trials;
TotalNullTrials += NullTrial;
TotalExposureTrials += ExposureTrial;
TotalCatchTrials += CatchTrial;
printf("%d %s Trials=%d TotalTrials=%d\n", ConfigIndex, ConfigFile[ConfigIndex], Trials, TotalTrials);
}
if (!ok)
{
return(FALSE);
}
printf("%d Total Trials, %d Null, %d Exposure, %d Catch.\n", TotalTrials, TotalNullTrials, TotalExposureTrials, TotalCatchTrials);
// Total number of trails.
Trials = TotalTrials;
// Save trial list to file.
ok = DATAFILE_Save(TrialListFile, TrialData);
printf("%s %s Trials=%d.\n", TrialListFile, STR_OkFailed(ok), TrialData.GetRows());
// Reset trial number, etc.
Trial = 1;
TrialSetup();
ExperimentTimer.Reset();
StateNext(STATE_INITIALIZE);
return(TRUE);
}