Extract TimeStep
parent
34cb79bef0
commit
2e98f3eeda
77
src/main.rs
77
src/main.rs
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@ -596,6 +596,54 @@ impl WorldState {
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}
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}
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}
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}
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struct TimeStep {
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last_frame_time: Instant,
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// Milliseconds
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accum: u128,
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fps_num: u16,
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fps_den: u16,
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}
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impl TimeStep {
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pub fn new (fps_num: u16, fps_den: u16) -> Self {
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Self {
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last_frame_time: Instant::now (),
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accum: 0,
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fps_num,
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fps_den,
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}
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}
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// Automatically gets monotonic system time from Instant
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// If you need something fancy just rewrite this.
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// Returns: How many logics steps to run. Typically 0 or 1.
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pub fn step (&mut self) -> u16 {
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let frame_time = Instant::now ();
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let fps_num_128: u128 = self.fps_num.into ();
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let fps_den_128: u128 = self.fps_den.into ();
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self.accum += (frame_time - self.last_frame_time).as_millis () * fps_num_128;
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let mut result = 0;
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const MAX_FRAMES: u16 = 4;
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for _ in 0..MAX_FRAMES {
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if self.accum > fps_den_128 {
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result += 1;
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self.accum -= fps_den_128;
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}
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else {
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break;
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}
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}
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self.last_frame_time = frame_time;
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result
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}
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}
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fn main () {
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fn main () {
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let sdl_context = sdl2::init ().unwrap ();
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let sdl_context = sdl2::init ().unwrap ();
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let video_subsystem = sdl_context.video ().unwrap ();
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let video_subsystem = sdl_context.video ().unwrap ();
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@ -698,40 +746,19 @@ fn main () {
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let stride = 4 * num_coords;
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let stride = 4 * num_coords;
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}
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}
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let mut last_frame_time = Instant::now ();
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let mut time_step = TimeStep::new (60, 1000);
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let mut frame = 0;
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let mut timestep_accum = Duration::from_millis (0);
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let mut state = WorldState::new ();
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let mut state = WorldState::new ();
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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'running: loop {
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'running: loop {
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let frame_time = Instant::now ();
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let frames_to_do = time_step.step ();
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// Take 60 steps every 1,000 milliseconds.
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// I know this is a float, but since we're multiplying it will
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// be deterministic, since it's a whole number.
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let fps_num = 60.0;
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let fps_den = 1000;
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timestep_accum += (frame_time - last_frame_time).mul_f32 (fps_num);
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let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
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let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
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for _ in 0..4 {
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for _ in 0..frames_to_do {
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if timestep_accum > Duration::from_millis (fps_den) {
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state.step (&controller);
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frame += 1;
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timestep_accum -= Duration::from_millis (fps_den);
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state.step (&controller);
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}
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else {
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break;
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}
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}
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}
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last_frame_time = frame_time;
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let _mouse = event_pump.mouse_state ();
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let _mouse = event_pump.mouse_state ();
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for event in event_pump.poll_iter() {
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for event in event_pump.poll_iter() {
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