open_toontown_panda3d/panda/src/express/clockObject.I

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// Filename: clockObject.I
// Created by: drose (17Feb00)
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: ClockObject::Destructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ClockObject::
~ClockObject() {
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::set_mode
// Access: Published
// Description: Changes the mode of the clock, e.g. from normal
// (real-time) to non-real-time. In non-real-time mode,
// tick() will add the value of dt to the value returned
// by get_frame_time(), regardless of how much time has
// actually passed. In normal, real-time mode, tick()
// will set the value returned by get_frame_time() to
// the current real time.
////////////////////////////////////////////////////////////////////
INLINE void ClockObject::
set_mode(ClockObject::Mode mode) {
_mode = mode;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::get_mode
// Access: Published
// Description: Returns the current mode of the clock. See
// set_mode().
////////////////////////////////////////////////////////////////////
INLINE ClockObject::Mode ClockObject::
get_mode() const {
return _mode;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::get_frame_time
// Access: Published
// Description: Returns the time in seconds as of the last time
// tick() was called (typically, this will be as of the
// start of the current frame).
//
// This is generally the kind of time you want to ask
// for in most rendering and animation contexts, since
// it's important that all of the animation for a given
// frame remains in sync with each other.
////////////////////////////////////////////////////////////////////
INLINE double ClockObject::
get_frame_time() const {
return _reported_frame_time;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::get_intra_frame_time
// Access: Published
// Description: Returns the number of seconds that have elapsed since
// the start of the frame. This might be useful for
// certain specialty applications, for instance to
// measure how much time we've spent working on this one
// particular frame.
//
// This function returns an honest value whether the
// ClockObject is in normal, real-time mode or in
// non-real-time mode.
////////////////////////////////////////////////////////////////////
INLINE double ClockObject::
get_intra_frame_time() const {
return get_real_time() - _actual_frame_time;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::get_real_time
// Access: Published
// Description: Returns the actual number of seconds elapsed since
// the ClockObject was created, or since it was last
// reset. This is useful for doing real timing
// measurements, e.g. for performance statistics.
////////////////////////////////////////////////////////////////////
INLINE double ClockObject::
get_real_time() const {
return (_true_clock->get_real_time() - _start_time);
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::reset
// Access: Published
// Description: Simultaneously resets both the time and the frame
// count to zero.
////////////////////////////////////////////////////////////////////
INLINE void ClockObject::
reset() {
set_real_time(0.0);
set_frame_time(0.0);
set_frame_count(0);
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::set_real_time
// Access: Published
// Description: Resets the clock to the indicated time. This
// changes only the real time of the clock as reported
// by get_real_time(), but does not immediately change
// the time reported by get_frame_time()--that will
// change after the next call to tick(). Also see
// reset(), set_frame_time(), and set_frame_count().
////////////////////////////////////////////////////////////////////
INLINE void ClockObject::
set_real_time(double time) {
_start_time = _true_clock->get_real_time() - time;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::set_frame_time
// Access: Published
// Description: Changes the time as reported for the current frame to
// the indicated time. Normally, the way to adjust the
// frame time is via tick(); this function is provided
// only for occasional special adjustments.
////////////////////////////////////////////////////////////////////
INLINE void ClockObject::
set_frame_time(double time) {
_actual_frame_time = time;
_reported_frame_time = time;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::set_frame_count
// Access: Published
// Description: Resets the number of frames counted to the indicated
// number. Also see reset(), set_real_time(), and
// set_frame_time().
////////////////////////////////////////////////////////////////////
INLINE void ClockObject::
set_frame_count(int frame_count) {
_frame_count = frame_count;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::get_frame_count
// Access: Published
// Description: Returns the number of times tick() has been called
// since the ClockObject was created, or since it was
// last reset. This is generally the number of frames
// that have been rendered.
////////////////////////////////////////////////////////////////////
INLINE int ClockObject::
get_frame_count() const {
return _frame_count;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::get_frame_rate
// Access: Published
// Description: Returns the average frame rate since the last reset.
// This is simply the total number of frames divided by
// the total elapsed time.
////////////////////////////////////////////////////////////////////
INLINE double ClockObject::
get_frame_rate() const {
return (double)get_frame_count() / get_frame_time();
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::get_dt
// Access: Published
// Description: Returns the elapsed time for the previous frame: the
// number of seconds elapsed between the last two calls
// to tick().
////////////////////////////////////////////////////////////////////
INLINE double ClockObject::
get_dt() const {
return _dt;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::set_dt
// Access: Published
// Description: In non-real-time mode, sets the number of seconds
// that should appear to elapse between frames.
////////////////////////////////////////////////////////////////////
INLINE void ClockObject::
set_dt(double dt) {
if (_mode != M_non_real_time) {
express_cat.error()
<< "ClockObject cannot set dt in real-time mode." << endl;
return;
}
_dt = dt;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::get_max_dt
// Access: Published
// Description: Returns the current maximum allowable time elapsed
// between any two frames. See set_max_dt().
////////////////////////////////////////////////////////////////////
INLINE double ClockObject::
get_max_dt() const {
return _max_dt;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::set_max_dt
// Access: Published
// Description: Sets a limit on the value returned by get_dt(). If
// this value is less than zero, no limit is imposed;
// otherwise, this is the maximum value that will ever
// be returned by get_dt(), regardless of how much time
// has actually elapsed between frames.
//
// This limit is only imposed in real-time mode; in
// non-real-time mode, the dt is fixed anyway and max_dt
// is ignored.
//
// This is generally used to guarantee reasonable
// behavior even in the presence of a very slow or
// chuggy frame rame.
////////////////////////////////////////////////////////////////////
INLINE void ClockObject::
set_max_dt(double max_dt) {
_max_dt = max_dt;
}
////////////////////////////////////////////////////////////////////
// Function: ClockObject::get_global_clock
// Access: Published
// Description: Returns a pointer to the global ClockObject. This is
// the ClockObject that most code should use for
// handling scene graph rendering and animation.
////////////////////////////////////////////////////////////////////
INLINE ClockObject *ClockObject::
get_global_clock() {
if (_global_clock == (ClockObject *)NULL) {
_global_clock = new ClockObject;
}
return _global_clock;
}
////////////////////////////////////////////////////////////////////
// Function: TimeVal::contructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE TimeVal::
TimeVal(void) {
}
////////////////////////////////////////////////////////////////////
// Function: TimeVal::get_sec
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ulong TimeVal::
get_sec(void) const {
return tv[0];
}
////////////////////////////////////////////////////////////////////
// Function: TimeVal::get_usec
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ulong TimeVal::
get_usec(void) const {
return tv[1];
}