OpenGTA/opensteer/src/Clock.cpp

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2015-12-03 00:37:37 +00:00
// ----------------------------------------------------------------------------
//
//
// OpenSteer -- Steering Behaviors for Autonomous Characters
//
// Copyright (c) 2002-2005, Sony Computer Entertainment America
// Original author: Craig Reynolds <craig_reynolds@playstation.sony.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
//
// ----------------------------------------------------------------------------
//
//
// discrete time simulation clock for OpenSteerDemo
//
// Keeps track of real clock time and simulation time. Encapsulates OS's
// time API. Can be put in either "as fast as possible" variable time step
// mode (where simulation time steps are based on real time elapsed between
// updates), or in fixed "target FPS" mode where the simulation steps are
// constrained to start on 1/FPS boundaries (e.g. on a 60 hertz video game
// console). Also handles the notion of "pausing" simulation time.
//
// Usage: allocate a clock, set its "paused" or "targetFPS" parameters,
// then call updateGlobalSimulationClock before each simulation step.
//
// 10-04-04 bk: put everything into the OpenSteer namespace
// 09-24-02 cwr: major overhaul
// 06-26-02 cwr: created
//
//
// ----------------------------------------------------------------------------
#include "OpenSteer/Clock.h"
// ----------------------------------------------------------------------------
// XXX This is a bit ad hoc. Need to revisit conditionalization on operating
// XXX system. As of 5-5-03, this module knows about Win32 (code thanks to
// XXX Leaf Garland and Bruce Mitchener) and Linux/Unix (Craig's original
// XXX version). It tests for Xbox and Win32 and assumes Linux/Unix
// XXX otherwise.
#if defined (_XBOX)
#include <xtl.h>
#elif defined (_WIN32)
#include <windows.h>
#else
#include <sys/time.h>
#endif
// ----------------------------------------------------------------------------
// Constructor
OpenSteer::Clock::Clock (void)
{
// default is "real time, variable frame rate" and not paused
setFixedFrameRate (0);
setPausedState (false);
setAnimationMode (false);
setVariableFrameRateMode (true);
// real "wall clock" time since launch
totalRealTime = 0;
// time simulation has run
totalSimulationTime = 0;
// time spent paused
totalPausedTime = 0;
// sum of (non-realtime driven) advances to simulation time
totalAdvanceTime = 0;
// interval since last simulation time
elapsedSimulationTime = 0;
// interval since last clock update time
elapsedRealTime = 0;
// interval since last clock update,
// exclusive of time spent waiting for frame boundary when targetFPS>0
elapsedNonWaitRealTime = 0;
// "manually" advance clock by this amount on next update
newAdvanceTime = 0;
// "Calendar time" when this clock was first updated
#ifdef _WIN32
basePerformanceCounter = 0; // from QueryPerformanceCounter on Windows
#else
baseRealTimeSec = 0; // from gettimeofday on Linux and Mac OS X
baseRealTimeUsec = 0;
#endif
// clock keeps track of "smoothed" running average of recent frame rates.
// When a fixed frame rate is used, a running average of "CPU load" is
// kept (aka "non-wait time", the percentage of each frame time (time
// step) that the CPU is busy).
smoothedFPS = 0;
smoothedUsage = 0;
}
// ----------------------------------------------------------------------------
// update this clock, called once per simulation step ("frame") to:
//
// track passage of real time
// manage passage of simulation time (modified by Paused state)
// measure time elapsed between time updates ("frame rate")
// optionally: "wait" for next realtime frame boundary
void
OpenSteer::Clock::update (void)
{
// keep track of average frame rate and average usage percentage
updateSmoothedRegisters ();
// wait for next frame time (when targetFPS>0)
// XXX should this be at the end of the update function?
frameRateSync ();
// save previous real time to measure elapsed time
const float previousRealTime = totalRealTime;
// real "wall clock" time since this application was launched
totalRealTime = realTimeSinceFirstClockUpdate ();
// time since last clock update
elapsedRealTime = totalRealTime - previousRealTime;
// accumulate paused time
if (paused) totalPausedTime += elapsedRealTime;
// save previous simulation time to measure elapsed time
const float previousSimulationTime = totalSimulationTime;
// update total simulation time
if (getAnimationMode ())
{
// for "animation mode" use fixed frame time, ignore real time
const float frameDuration = 1.0f / getFixedFrameRate ();
totalSimulationTime += paused ? newAdvanceTime : frameDuration;
if (!paused) newAdvanceTime += frameDuration - elapsedRealTime;
}
else
{
// new simulation time is total run time minus time spent paused
totalSimulationTime = (totalRealTime
+ totalAdvanceTime
- totalPausedTime);
}
// update total "manual advance" time
totalAdvanceTime += newAdvanceTime;
// how much time has elapsed since the last simulation step?
elapsedSimulationTime = (paused ?
newAdvanceTime :
(totalSimulationTime - previousSimulationTime));
// reset advance amount
newAdvanceTime = 0;
}
// ----------------------------------------------------------------------------
// "wait" until next frame time (actually spin around this tight loop)
//
//
// (xxx there are probably a smarter ways to do this (using events or
// thread waits (eg usleep)) but they are likely to be unportable. xxx)
void
OpenSteer::Clock::frameRateSync (void)
{
// when in real time fixed frame rate mode
// (not animation mode and not variable frame rate mode)
if ((! getAnimationMode ()) && (! getVariableFrameRateMode ()))
{
// find next (real time) frame start time
const float targetStepSize = 1.0f / getFixedFrameRate ();
const float now = realTimeSinceFirstClockUpdate ();
const int lastFrameCount = (int) (now / targetStepSize);
const float nextFrameTime = (lastFrameCount + 1) * targetStepSize;
// record usage ("busy time", "non-wait time") for OpenSteerDemo app
elapsedNonWaitRealTime = now - totalRealTime;
// wait until next frame time
do {} while (realTimeSinceFirstClockUpdate () < nextFrameTime);
}
}
// ----------------------------------------------------------------------------
// force simulation time ahead, ignoring passage of real time.
// Used for OpenSteerDemo's "single step forward" and animation mode
float
OpenSteer::Clock::advanceSimulationTimeOneFrame (void)
{
// decide on what frame time is (use fixed rate, average for variable rate)
const float fps = (getVariableFrameRateMode () ?
getSmoothedFPS () :
getFixedFrameRate ());
const float frameTime = 1 / fps;
// bump advance time
advanceSimulationTime (frameTime);
// return the time value used (for OpenSteerDemo)
return frameTime;
}
void
OpenSteer::Clock::advanceSimulationTime (const float seconds)
{
if (seconds < 0) {
/// @todo - throw? how to handle error conditions? Not by crashing an app!
std::cerr << "negative arg to advanceSimulationTime - results will not be valid";
}
else
newAdvanceTime += seconds;
}
namespace {
// ----------------------------------------------------------------------------
// Returns the number of seconds of real time (represented as a float) since
// the clock was first updated.
//
// XXX Need to revisit conditionalization on operating system.
float
clockErrorExit (void)
{
/// @todo - throw? how to handle error conditions? Not by crashing an app!
std::cerr << "Problem reading system clock - results will not be valid";
return 0.0f;
}
} // anonymous namespace
float
OpenSteer::Clock::realTimeSinceFirstClockUpdate (void)
#ifdef _WIN32
{
// get time from Windows
LONGLONG counter, frequency;
bool clockOK = (QueryPerformanceCounter ((LARGE_INTEGER *)&counter) &&
QueryPerformanceFrequency ((LARGE_INTEGER *)&frequency));
if (!clockOK) return clockErrorExit ();
// ensure the base counter is recorded once after launch
if (basePerformanceCounter == 0) basePerformanceCounter = counter;
// real "wall clock" time since launch
const LONGLONG counterDifference = counter - basePerformanceCounter;
return ((float) counterDifference) / ((float)frequency);
}
#else
{
// get time from Linux (Unix, Mac OS X, ...)
timeval t;
if (gettimeofday (&t, 0) != 0) return clockErrorExit ();
// ensure the base time is recorded once after launch
if (baseRealTimeSec == 0)
{
baseRealTimeSec = t.tv_sec;
baseRealTimeUsec = t.tv_usec;
}
// real "wall clock" time since launch
return (( t.tv_sec - baseRealTimeSec) +
((t.tv_usec - baseRealTimeUsec) / 1000000.0f));
}
#endif
// ----------------------------------------------------------------------------