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C++ btClock::getTimeMicroseconds方法代码示例

本文整理汇总了C++中btClock::getTimeMicroseconds方法的典型用法代码示例。如果您正苦于以下问题:C++ btClock::getTimeMicroseconds方法的具体用法?C++ btClock::getTimeMicroseconds怎么用?C++ btClock::getTimeMicroseconds使用的例子?那么恭喜您, 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btClock的用法示例。


在下文中一共展示了btClock::getTimeMicroseconds方法的9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: doFlags

void doFlags()
{
	//float ms = getDeltaTimeMicroseconds();
	btScalar dt = (btScalar)m_clock.getTimeMicroseconds();
	m_clock.reset();

	///step the simulation
	if( m_dynamicsWorld )
	{
		m_dynamicsWorld->stepSimulation(dt/1000000.);

		static int frameCount = 0;
		frameCount++;
		if (frameCount==100)
		{
 			m_dynamicsWorld->stepSimulation(1./60.,0);
			CProfileManager::dumpAll();
		}
		updatePhysicsWorld();

		//m_dynamicsWorld->setDebugDrawer(&debugDraw);
		//debugDraw.setDebugMode(btIDebugDraw::DBG_DrawWireframe);
		//g_solver->copyBackToSoftBodies();

		//m_dynamicsWorld->debugDrawWorld();
		
	}
	

	for( int flagIndex = 0; flagIndex < m_flags.size(); ++flagIndex )
	{
		g_softBodyOutput->copySoftBodyToVertexBuffer( m_flags[flagIndex], cloths[flagIndex].m_vertexBufferDescriptor );
		cloths[flagIndex].draw();
	}
}
开发者ID:svn2github,项目名称:bullet,代码行数:35,代码来源:cl_cloth_demo.cpp

示例2: OutputTime

	static void OutputTime(const char* name, btClock& c, unsigned count = 0)
	{
		const unsigned long us = c.getTimeMicroseconds();
		const unsigned long ms = (us + 500) / 1000;
		const btScalar sec = us / (btScalar)(1000 * 1000);
		if (count > 0)
			printf("%s : %u us (%u ms), %.2f/s\r\n", name, us, ms, count / sec);
		else
			printf("%s : %u us (%u ms)\r\n", name, us, ms);
	}
开发者ID:stolk,项目名称:bullet3,代码行数:10,代码来源:btDbvtBroadphase.cpp

示例3: doFlags

void doFlags()
{
	//float ms = getDeltaTimeMicroseconds();
	btScalar dt = (btScalar)m_clock.getTimeMicroseconds();
	m_clock.reset();

	///step the simulation
	if( m_dynamicsWorld )
	{
		m_dynamicsWorld->stepSimulation(dt/1000000.);

		static int frameCount = 0;
		frameCount++;
		if (frameCount==100)
		{
 			m_dynamicsWorld->stepSimulation(1./60.,0);
			
		// Option to save a .bullet file
		//	btDefaultSerializer*	serializer = new btDefaultSerializer();
		//	m_dynamicsWorld->serialize(serializer);
		//	FILE* file = fopen("testFile.bullet","wb");
		//	fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1, file);
		//	fclose(file);

			CProfileManager::dumpAll();
		}
		updatePhysicsWorld();

		//m_dynamicsWorld->setDebugDrawer(&debugDraw);
		//debugDraw.setDebugMode(btIDebugDraw::DBG_DrawWireframe);
		//g_solver->copyBackToSoftBodies();

		m_dynamicsWorld->debugDrawWorld();
		
	}
	

	for( int flagIndex = 0; flagIndex < m_flags.size(); ++flagIndex )
	{
        if (g_softBodyOutput)
            g_softBodyOutput->copySoftBodyToVertexBuffer( m_flags[flagIndex], cloths[flagIndex].m_vertexBufferDescriptor );
		cloths[flagIndex].draw();
	}
}
开发者ID:AJ92,项目名称:Engine,代码行数:44,代码来源:cl_cloth_demo.cpp

示例4: physics_simulate

void physics_simulate()
{
	//run the simulation

	static btClock clock;
	static bool first = true;
	if (first)
	{
		first=false;
		clock.reset();
	}
	btScalar dt = (btScalar)clock.getTimeMicroseconds();
	clock.reset();


	
	m_dynamicsWorld->stepSimulation(dt/1000000.f);

	int i;
	for (i=0;i<m_dynamicsWorld->getNumCollisionObjects();i++)
	{
		btRigidBody* body = btRigidBody::upcast(m_dynamicsWorld->getCollisionObjectArray()[i]);
		if (body)
		{
			
			PfxRigidState* state = (PfxRigidState*) body->getUserPointer();

			PfxVector3 pe_pos = getVmVector3(body->getWorldTransform().getOrigin());
			PfxQuat pe_orn = getVmQuat(body->getWorldTransform().getRotation());
			PfxVector3 pe_lvel = getVmVector3(body->getLinearVelocity());
			PfxVector3 pe_avel = getVmVector3(body->getAngularVelocity());

			state->setPosition(pe_pos);
			state->setOrientation(pe_orn);
			state->setLinearVelocity(pe_lvel);
			state->setAngularVelocity(pe_avel);
		}
	}
	
	
}
开发者ID:Lunavast,项目名称:bullet-physics,代码行数:41,代码来源:bullet_physics_func.cpp

示例5: bt_end_gim02_tri_time

void bt_end_gim02_tri_time()
{
	g_accum_triangle_collision_time += g_triangle_clock.getTimeMicroseconds();
	g_count_triangle_collision++;
}
开发者ID:0u812,项目名称:emscripten,代码行数:5,代码来源:btGImpactCollisionAlgorithm.cpp

示例6: ProfileScope

	__forceinline ProfileScope(btClock& clock, unsigned long& value) : m_clock(&clock), m_value(&value), m_base(clock.getTimeMicroseconds())
	{
	}
开发者ID:stolk,项目名称:bullet3,代码行数:3,代码来源:btDbvtBroadphase.cpp

示例7: RenderText

//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
                                  float fElapsedTime, void* pUserContext )
{




	//float ms = getDeltaTimeMicroseconds();
	btScalar dt = (btScalar)m_clock.getTimeMicroseconds();
	m_clock.reset();

	///step the simulation
	if (m_dynamicsWorld && !paused)
	{

		m_dynamicsWorld->stepSimulation(dt / 1000000.f);

		updatePhysicsWorld();
	}

	//paused = 1;
	


	///////////////////////////////////////////////////////

    HRESULT hr;

    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_D3DSettingsDlg.IsActive() )
    {
        g_D3DSettingsDlg.OnRender( fElapsedTime );
        return;
    }

    // Clear the render target and depth stencil
    float ClearColor[4] = { 0.0f, 0.25f, 0.25f, 0.55f };
    ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView();
    pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor );
    ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView();
    pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 );


	for( int flagIndex = 0; flagIndex < m_flags.size(); ++flagIndex )
	{	
		g_softBodyOutput->copySoftBodyToVertexBuffer( m_flags[flagIndex], cloths[flagIndex].m_vertexBufferDescriptor );
		cloths[flagIndex].draw();
	}

	my_capsule.draw();

	
    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
    g_HUD.OnRender( fElapsedTime );
    g_SampleUI.OnRender( fElapsedTime );
    RenderText();
    DXUT_EndPerfEvent();


/*
	 SAFE_RELEASE(pRTV);
     SAFE_RELEASE(pDSV);
*/

 
}
开发者ID:AndreAhmed,项目名称:directxgameengine,代码行数:69,代码来源:cloth_renderer.cpp

示例8: Profile_Get_Ticks

inline void Profile_Get_Ticks(unsigned long int * ticks)
{
	*ticks = gProfileClock.getTimeMicroseconds();
}
开发者ID:03050903,项目名称:libgdx,代码行数:4,代码来源:btQuickprof.cpp

示例9: kSetupContact

void kSetupContact(btParallelConstraintSolver* pSolver, 
				  btParallelConstraintSolverSetupTaskParams* pParams, 
				  btContactSolverInfo* pInfoGlobal, int threadId)
{
	int numConstraints = pParams[threadId].m_numContactConstraints;
	unsigned long int timeStamp;
	int startIndex = pParams[threadId].m_startIndex;
	btContactSolverInfo& infoGlobal = *pInfoGlobal;
	for(int i = 0; i < numConstraints; i++)
	{
		timeStamp = sClock.getTimeMicroseconds();
		btSolverConstraint& solverConstraint = pSolver->m_tmpSolverContactConstraintPool[startIndex + i];
		solverConstraint.m_numConsecutiveRowsPerKernel = timeStamp;
		btCollisionObject* colObj0 = (btCollisionObject*)solverConstraint.m_solverBodyA;
		btCollisionObject* colObj1 = (btCollisionObject*)solverConstraint.m_solverBodyB;
		btRigidBody* solverBodyA = btRigidBody::upcast(colObj0);
		btRigidBody* solverBodyB = btRigidBody::upcast(colObj1);
		btManifoldPoint& cp = *((btManifoldPoint*)(solverConstraint.m_originalContactPoint));
		btVector3 rel_pos1;
		btVector3 rel_pos2;
		btScalar relaxation;
		btScalar rel_vel;
		btVector3 vel;
		pSolver->setupContactConstraint(solverConstraint, colObj0, colObj1, cp, infoGlobal, vel, rel_vel, relaxation, rel_pos1, rel_pos2);
		int currFrictIndex = solverConstraint.m_frictionIndex;
		if (!(infoGlobal.m_solverMode & SOLVER_ENABLE_FRICTION_DIRECTION_CACHING) || !cp.m_lateralFrictionInitialized)
		{
			cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel;
			btScalar lat_rel_vel = cp.m_lateralFrictionDir1.length2();
			if(!(infoGlobal.m_solverMode & SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > SIMD_EPSILON)
			{
				cp.m_lateralFrictionDir1 /= btSqrt(lat_rel_vel);
				if((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					cp.m_lateralFrictionDir2 = cp.m_lateralFrictionDir1.cross(cp.m_normalWorldOnB);
					cp.m_lateralFrictionDir2.normalize();//??
					applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2);
					applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2);
					btSolverConstraint& frictionConstraint = pSolver->m_tmpSolverContactFrictionConstraintPool[currFrictIndex];
					currFrictIndex++;
					pSolver->setupFrictionConstraint(frictionConstraint, cp.m_lateralFrictionDir2,solverBodyA,solverBodyB,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
				}
				applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1);
				applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1);
				btSolverConstraint& frictionConstraint = pSolver->m_tmpSolverContactFrictionConstraintPool[currFrictIndex];
				currFrictIndex++;
				pSolver->setupFrictionConstraint(frictionConstraint, cp.m_lateralFrictionDir1,solverBodyA,solverBodyB,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
				cp.m_lateralFrictionInitialized = true;
			} 
			else
			{
				//re-calculate friction direction every frame, todo: check if this is really needed
				btPlaneSpace1(cp.m_normalWorldOnB,cp.m_lateralFrictionDir1,cp.m_lateralFrictionDir2);
				if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
				{
					applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir2);
					applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir2);
					btSolverConstraint& frictionConstraint = pSolver->m_tmpSolverContactFrictionConstraintPool[currFrictIndex];
					currFrictIndex++;
					pSolver->setupFrictionConstraint(frictionConstraint, cp.m_lateralFrictionDir2,solverBodyA,solverBodyB,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
				}
				applyAnisotropicFriction(colObj0,cp.m_lateralFrictionDir1);
				applyAnisotropicFriction(colObj1,cp.m_lateralFrictionDir1);
				btSolverConstraint& frictionConstraint = pSolver->m_tmpSolverContactFrictionConstraintPool[currFrictIndex];
				currFrictIndex++;
				pSolver->setupFrictionConstraint(frictionConstraint, cp.m_lateralFrictionDir1,solverBodyA,solverBodyB,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation);
				cp.m_lateralFrictionInitialized = true;
			}
		} 
		else
		{
			btSolverConstraint& frictionConstraint = pSolver->m_tmpSolverContactFrictionConstraintPool[currFrictIndex];
			currFrictIndex++;
			pSolver->setupFrictionConstraint(frictionConstraint, cp.m_lateralFrictionDir1,solverBodyA,solverBodyB,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation,cp.m_contactMotion1, cp.m_contactCFM1);
			if ((infoGlobal.m_solverMode & SOLVER_USE_2_FRICTION_DIRECTIONS))
			{
				btSolverConstraint& frictionConstraint = pSolver->m_tmpSolverContactFrictionConstraintPool[currFrictIndex];
				currFrictIndex++;
				pSolver->setupFrictionConstraint(frictionConstraint, cp.m_lateralFrictionDir2,solverBodyA,solverBodyB,cp,rel_pos1,rel_pos2,colObj0,colObj1, relaxation, cp.m_contactMotion2, cp.m_contactCFM2);
			}
		}
		pSolver->setFrictionConstraintImpulse( solverConstraint, solverBodyA, solverBodyB, cp, infoGlobal);
	}
}
开发者ID:svn2github,项目名称:bullet,代码行数:84,代码来源:btParallelConstraintSolver.cpp


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