本文整理汇总了C++中TimeManager类的典型用法代码示例。如果您正苦于以下问题:C++ TimeManager类的具体用法?C++ TimeManager怎么用?C++ TimeManager使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了TimeManager类的18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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: TEST
TEST(TimeManagerTest, testTimeoutNoParam) {
TimeManager time;
timeManagerTestCallback.callbackNoParamCalled = false;
time.setTimeout(1, &timeManagerTestCallback,
&TimeManagerTestCallback::timeoutNoParamCallback);
time.update(1);
ASSERT_TRUE(timeManagerTestCallback.callbackNoParamCalled);
}
开发者ID:LibreGames,项目名称:caveexpress,代码行数:8,代码来源:TimeManagerTest.cpp
示例2: mouseMove
void mouseMove(int x, int y)
{
Vector3r mousePos;
MiniGL::unproject(x, y, mousePos);
const Vector3r diff = mousePos - oldMousePos;
TimeManager *tm = TimeManager::getCurrent();
const Real h = tm->getTimeStepSize();
ParticleData &pd = model.getParticles();
for (unsigned int j = 0; j < selectedParticles.size(); j++)
{
pd.getVelocity(selectedParticles[j]) += 5.0*diff/h;
}
oldMousePos = mousePos;
}
开发者ID:PeterZs,项目名称:PositionBasedDynamics,代码行数:16,代码来源:GenericParticleConstraintsDemo.cpp
示例3: mouseMove
void mouseMove(int x, int y)
{
Vector3r mousePos;
MiniGL::unproject(x, y, mousePos);
const Vector3r diff = mousePos - oldMousePos;
TimeManager *tm = TimeManager::getCurrent();
const float h = tm->getTimeStepSize();
SimulationModel::RigidBodyVector &rb = model.getRigidBodies();
for (size_t j = 0; j < selectedBodies.size(); j++)
{
rb[selectedBodies[j]]->getVelocity() += 1.0f / h * diff;
}
oldMousePos = mousePos;
}
开发者ID:termi3,项目名称:PositionBasedDynamics,代码行数:16,代码来源:ElasticRodDemo.cpp
示例4: clearAccelerations
void TimeStepFluidModel::step(FluidModel &model)
{
TimeManager *tm = TimeManager::getCurrent ();
const float h = tm->getTimeStepSize();
ParticleData &pd = model.getParticles();
clearAccelerations(model);
// Compute viscosity forces
if (TimeManager::getCurrent()->getTime() > 0.0) // in the first step we do not know the neighbors
{
computeDensities(model);
computeViscosityAccels(model);
}
// Update time step size by CFL condition
updateTimeStepSizeCFL(model, 0.0001f, 0.005f);
// Time integration
for (unsigned int i = 0; i < pd.size(); i++)
{
model.getDeltaX(i).setZero();
pd.getLastPosition(i) = pd.getOldPosition(i);
pd.getOldPosition(i) = pd.getPosition(i);
TimeIntegration::semiImplicitEuler(h, pd.getMass(i), pd.getPosition(i), pd.getVelocity(i), pd.getAcceleration(i));
}
// Perform neighborhood search
model.getNeighborhoodSearch()->neighborhoodSearch(&model.getParticles().getPosition(0), model.numBoundaryParticles(), &model.getBoundaryX(0));
// Solve density constraint
constraintProjection(model);
// Update velocities
for (unsigned int i = 0; i < pd.size(); i++)
{
if (m_velocityUpdateMethod == 0)
TimeIntegration::velocityUpdateFirstOrder(h, pd.getMass(i), pd.getPosition(i), pd.getOldPosition(i), pd.getVelocity(i));
else
TimeIntegration::velocityUpdateSecondOrder(h, pd.getMass(i), pd.getPosition(i), pd.getOldPosition(i), pd.getLastPosition(i), pd.getVelocity(i));
}
// Compute new time
tm->setTime (tm->getTime () + h);
model.getNeighborhoodSearch()->update();
}
开发者ID:derkreature,项目名称:PositionBasedDynamics,代码行数:46,代码来源:TimeStepFluidModel.cpp
示例5: main
int main(int argc, const char *argv[])
{
BarotropicModel_Semiimp model;
RossbyHaurwitzTestCase testCase;
TimeManager timeManager;
Time startTime, endTime(68*DAYS);
//Time startTime, endTime(1*DAYS);
timeManager.init(startTime, endTime, 4*MINUTES);
model.init(80, 41);
testCase.calcInitCond(model);
model.run(timeManager);
return 0;
}
开发者ID:huyong1109,项目名称:semiimp-swe,代码行数:18,代码来源:run_semiimp.cpp
示例6: setup
gboolean setup (void* data)
{
if (runtime_get_surface_list () == NULL)
return TRUE;
Surface *surface = (Surface *) runtime_get_surface_list ()->data;
if (surface == NULL)
return TRUE;
TimeManager *manager = surface_get_time_manager (surface);
ManualTimeSource *source = (ManualTimeSource *) manager->GetSource ();
printf ("Setting up...\n");
surface->SetExposeHandoffFunc (expose_handoff, NULL);
g_idle_add (increase_timer, NULL);
return FALSE;
}
开发者ID:499940913,项目名称:moon,代码行数:19,代码来源:animation-recorder.cpp
示例7: mouseMove
void mouseMove(int x, int y)
{
Eigen::Vector3f mousePos;
MiniGL::unproject(x, y, mousePos);
const Eigen::Vector3f diff = mousePos - oldMousePos;
TimeManager *tm = TimeManager::getCurrent();
const float h = tm->getTimeStepSize();
SimulationModel::RigidBodyVector &rb = model.getRigidBodies();
for (size_t j = 0; j < selectedBodies.size(); j++)
{
rb[selectedBodies[j]]->getVelocity() += 1.0f / h * diff;
}
ParticleData &pd = model.getParticles();
for (unsigned int j = 0; j < selectedParticles.size(); j++)
{
pd.getVelocity(selectedParticles[j]) += 5.0*diff / h;
}
oldMousePos = mousePos;
}
开发者ID:ImNaohaing,项目名称:PositionBasedDynamics,代码行数:21,代码来源:RigidBodyClothCouplingDemo.cpp
示例8: invalidate
void CVariableStore::invalidate(TimeManager& timeManager)
{
lock_guard<std::mutex> lock(storeMutex);
map<string, shared_ptr<ConsensusVariable>>::iterator it;
for (it = store.begin(); it != store.end(); it++)
{
shared_ptr<ConsensusVariable> var = it->second;
if (var->getValidityTime() < timeManager.getDistributedTime())
{
var->hasValue = false;
}
}
}
开发者ID:carpe-noctem-cassel,项目名称:cace,代码行数:13,代码来源:CVariableStore.cpp
示例9: increase_timer
gboolean increase_timer (void *data)
{
if (runtime_get_surface_list () == NULL)
return TRUE;
Surface *surface = (Surface *) runtime_get_surface_list ()->data;
if (surface == NULL)
return TRUE;
TimeManager *manager = surface_get_time_manager (surface);
ManualTimeSource *source = (ManualTimeSource *) manager->GetSource ();
source->SetCurrentTime (TimeSpan_FromSecondsFloat (current_time));
current_time += 0.04; // 25 frames per second
image_no++;
if (current_time > 5.0) {
printf ("ALL DONE! %d images captured\n", image_no - 1);
exit (0);
}
return FALSE;
}
开发者ID:499940913,项目名称:moon,代码行数:24,代码来源:animation-recorder.cpp
示例10: testManagers
void testManagers()
{
/*
struct MyObject;
struct MyStorage: public IDPair<MyStorage,MyObject>::Store
{
}storage;
struct MyObject: public IDPair<MyStorage,MyObject>::Stored
{
MyObject(MyStorage *manager,const char *n)
:Stored(manager),hello(n)
{}
std::string hello;
};
new MyObject(&storage,"object1");
new MyObject(&storage,"object2");
new MyObject(&storage,"object3");
new MyObject(&storage,"object4");*/
TimeManager manager;
struct TestEvent : public TimeManager::Action
{
public:
std::string eventMsg;
TestEvent(const std::string &str):eventMsg(str){}
virtual void Execute()
{
printf("TestEvent::Execute(%s)\n",eventMsg.c_str());
}
};
manager.add(new TestEvent("Event 1"), 40);
manager.add(new TestEvent("Event 2"), 60);
manager.add(new TestEvent("Event 3"), 20);
manager.add(new TestEvent("Event 4"), 50);
for(int i = 0; i < 8; i++)
manager.update(5);
manager.add(new TestEvent("Event 5"), 20);
manager.add(new TestEvent("Event 6"), 30);
for(int i = 0; i < 30; i++)
manager.update(5);
int w = 0;
}
开发者ID:FrostHand,项目名称:frosttools,代码行数:42,代码来源:testIdManagers.cpp
示例11: run
void LevelManager::run()
{
/* Behold, as I have been told
* what follows below
* is very important, you know! */
InputManager *inputManager = InputManager::getInstance();
TimeManager *timeManager = TimeManager::getInstance();
VideoManager *videoManager = VideoManager::getInstance();
EffectManager *effectManager = EffectManager::getInstance();
SketchManager *sketchManager = SketchManager::getInstance();
FPSLogger fps;
float freq_to_update = 1000.0f / 60.0f;
long lastUpdate = timeManager->getTicks();
while(!inputManager->hasQuitEvent()) {
/* Calculate the ticks that have passed. */
long ticks = timeManager->getTicks();
float ms = (float)(ticks - lastUpdate);
lastUpdate = ticks;
/* Cap FPS by sleeping a little. */
if(ms <= freq_to_update) {
float wait = freq_to_update - ms;
timeManager->sleep(wait);
}
/* Update the input state. */
inputManager->update(ms);
/* Update the level. */
if(level && ms > 0.0f) level->update(timeFactor * ms);
/* Update other things. */
effectManager->update(timeFactor * ms);
fps.update(ms);
/* Setup the videoManager for rendering. */
videoManager->clear();
videoManager->identity();
/* Render the level first, this will also apply our camera
* transformation, which is good, since the effect manager
* wants the same transformation. */
if(level) level->render();
effectManager->render();
fps.render();
/* Flip the video buffer. */
videoManager->flip();
/* Update level queue. */
if(queue) {
/* Remove old level. */
if(level)
delete level;
effectManager->clear();
sketchManager->clear();
/* Load new level. */
level = new Level(queueFileName);
queue = false;
timeFactor = 1.0f;
/* Loading the level might have taken some time, so we skip
* some ticks. */
lastUpdate = timeManager->getTicks();
}
}
}
开发者ID:sjuxax,项目名称:JVGS,代码行数:73,代码来源:LevelManager.cpp
示例12: main
int main(int argc, const char *argv[])
{
ConfigManager configManager;
Domain domain(1);
Mesh mesh(domain, 2);
Field<double, 2> u, f;
Field<double> fu;
TimeManager timeManager;
IOManager io;
int outputFileIdx;
TimeLevelIndex<2> oldIdx, newIdx, halfIdx;
double dt, dx;
string outputPattern = "beam_warming.%3s.nc";
if (argc != 2) {
REPORT_ERROR("Configure file is needed!");
}
// Read configuration from file.
configManager.parse(argv[1]);
dt = configManager.getValue("beam_warming", "dt", 1);
dx = configManager.getValue("beam_warming", "dx", 0.01);
outputPattern = configManager.getValue("beam_warming", "output_pattern", outputPattern);
// Set the one dimensional space axis.
domain.setAxis(0, "x", "x axis", "m",
0, geomtk::BndType::PERIODIC,
1, geomtk::BndType::PERIODIC);
// Set the discrete mesh on the domain.
mesh.init(domain.axisSpan(0)/dx);
// Set the time manager.
Time startTime(0*geomtk::TimeUnit::SECONDS);
Time endTime(200*geomtk::TimeUnit::SECONDS);
timeManager.init(startTime, endTime, dt);
// Set up velocity and density fields.
u.create("u", "m s-1", "velocity component along x axis", mesh, X_FACE, 1, true);
f.create("f", "kg m-1", "tracer density", mesh, CENTER, 1);
fu.create("fu", "kg s-1", "tracer mass flux", mesh, X_FACE, 1);
// Set the initial conditions.
newIdx = oldIdx+1;
for (int i = mesh.is(HALF); i <= mesh.ie(HALF); ++i) {
u(oldIdx, i) = 0.005;
u(newIdx, i) = 0.005;
}
u.applyBndCond(oldIdx);
u.applyBndCond(newIdx, true);
for (int i = mesh.is(FULL); i <= mesh.ie(FULL); ++i) {
const SpaceCoord &x = mesh.gridCoord(CENTER, i);
if (x(0) >= 0.05 && x(0) <= 0.1) {
f(oldIdx, i) = 1.0;
} else {
f(oldIdx, i) = 0.0;
}
}
f.applyBndCond(oldIdx);
// Set up IO manager.
io.init(timeManager);
outputFileIdx = io.registerOutputFile(mesh, outputPattern, geomtk::TimeStepUnit::STEP, 1);
io.registerField(outputFileIdx, "double", FULL_DIMENSION, {&f});
io.output<double, 2>(outputFileIdx, oldIdx, {&f});
// Run the main loop.
double C = dt/dx;
while (!timeManager.isFinished()) {
newIdx = oldIdx+1; halfIdx = oldIdx+0.5;
for (int i = mesh.is(HALF); i <= mesh.ie(HALF); ++i) {
fu(i) = 0.5*C*( u(halfIdx, i) *(3*f(oldIdx, i)-f(oldIdx, i-1))-
C*pow(u(halfIdx, i), 2)*( f(oldIdx, i)-f(oldIdx, i-1)));
}
fu.applyBndCond();
for (int i = mesh.is(FULL); i <= mesh.ie(FULL); ++i) {
f(newIdx, i) = f(oldIdx, i)-(fu(i)-fu(i-1));
}
f.applyBndCond(newIdx);
timeManager.advance(); oldIdx.shift();
io.output<double, 2>(outputFileIdx, oldIdx, {&f});
}
return 0;
}
开发者ID:fanghuan,项目名称:IAP-CGFD,代码行数:86,代码来源:main.cpp
示例13: main
int main()
{
sf::RenderWindow window(sf::VideoMode(800, 600), "Space Invaders");
//STARTING SETTINGS
AudioManager audioManager;
BulletManager bulletManager;
EnemyManager enemyManager;
Randomizer random;
TimeManager time;
Menu mainMenu;
Interface mainInterface;
Player player(400, 500);
Player *playerWsk = &player;
//CONTROL VARIABLES
bool menu = true;
bool init = false;
bool menuMusic = false;
bool stageTwo = false;
mainMenu.loadData();
while (window.isOpen())
{
if(menu == false)
{
if(init == false)
{
audioManager.stopMenu();
menuMusic = false;
player.setHealth(3);
//CREATING ENEMIES and INITILIAZING
enemyManager.addEnemies(); //2 ROWS
random.initialize();
audioManager.playMusic();
init = true;
}
if((stageTwo == false) && (mainInterface.getScore() >= 280))
{
enemyManager.addEnemiesMedium();
stageTwo = true;
}
if((mainInterface.getScore() >= 560))
{
audioManager.stopMusic();
init = false;
menu = true;
}
time.updateShoot();
time.updateRandomShoot();
// REFRESHING WINDOW
// ALL PHYSICS HERE
while(time.getAccumulator() > time.getUps())
{
time.updateAccumulator();
player.keyboardControl(time.getUps(), bulletManager, time.getShootTimer(), time, audioManager);
enemyManager.controlEnemies(random, bulletManager, time);
bulletManager.controlBullets(time.getUps());
//COLLISIONS
bulletManager.checkPlayerCollisions(playerWsk);
enemyManager.updateDead(bulletManager);
player.gameOver(audioManager, menu, init);
}
//SIMPLE EVENTS
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
mainInterface.checkRecords(mainMenu);
//DRAWING
window.clear();
mainInterface.drawText(window, player.getHealth());
enemyManager.drawEnemies(window);
window.draw(player.getSprite());
bulletManager.drawBullets(window);
window.display();
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
window.close();
}
//.........这里部分代码省略.........
开发者ID:Th3NiKo,项目名称:Projects,代码行数:101,代码来源:main.cpp
示例14: simulate
void VisualizerFMU::simulate(TimeManager& omvm)
{
while (omvm.getSimTime() < omvm.getRealTime() + omvm.getHVisual() && omvm.getSimTime() < omvm.getEndTime())
omvm.setSimTime(simulateStep(omvm.getSimTime()));
}
开发者ID:hkiel,项目名称:OMEdit,代码行数:5,代码来源:VisualizerFMU.cpp
示例15:
bool TimeManager::operator==(TimeManager input) {
return ((this->hour == input.hour) && (this->min == input.min) && ((int)this->sec == (int)input.sec) && \
(this->solarDate.solarDay == input.getSolarDay()) && (this->solarDate.solarMonth == input.getSolarMonth()) && \
(this->solarDate.solarYear == input.getSolarYear()));
}
开发者ID:RedChiken,项目名称:Calendar,代码行数:5,代码来源:TimeManager.cpp
示例16: if
bool TimeManager::operator> (TimeManager input) {
//2015.11.30 09.12.02 vs 2015.11.29 09.12.02
//2015.11.30 09.12.02 vs 2015.11.30 09.12.22c
//2014 2015 이면 당연히
if (this->solarDate.solarYear > input.getSolarYear()) { return true; }
else if (this->solarDate.solarYear < input.getSolarYear()) { return false; } //연도 비교
if (this->solarDate.solarMonth > input.getSolarMonth()) { return true; } //월 비교
else if (this->solarDate.solarMonth < input.getSolarMonth()) { return false; }
if (this->solarDate.solarDay > input.getSolarDay()) { return true; } //일 비교
else if (this->solarDate.solarDay < input.getSolarDay()) { return false; }
if (this->hour > input.getHour()) { return true; } //일 비교
else if (this->hour < input.getHour()) { return false; }
if (this->min > input.getMinute()) { return true; } //일 비교
else if (this->min < input.getMinute()) { return false; }
if (this->sec > input.getSecond()) { return true; } //일 비교
else if (this->sec < input.getSecond()) { return false; }
return false;
}
开发者ID:RedChiken,项目名称:Calendar,代码行数:24,代码来源:TimeManager.cpp
示例17: step
void TimeStepController::step(SimulationModel &model)
{
TimeManager *tm = TimeManager::getCurrent ();
const float h = tm->getTimeStepSize();
//////////////////////////////////////////////////////////////////////////
// rigid body model
//////////////////////////////////////////////////////////////////////////
clearAccelerations(model);
SimulationModel::RigidBodyVector &rb = model.getRigidBodies();
ParticleData &pd = model.getParticles();
ParticleData &pg = model.getGhostParticles();
#pragma omp parallel default(shared)
{
#pragma omp for schedule(static) nowait
for (int i = 0; i < (int) rb.size(); i++)
{
rb[i]->getLastPosition() = rb[i]->getOldPosition();
rb[i]->getOldPosition() = rb[i]->getPosition();
TimeIntegration::semiImplicitEuler(h, rb[i]->getMass(), rb[i]->getPosition(), rb[i]->getVelocity(), rb[i]->getAcceleration());
rb[i]->getLastRotation() = rb[i]->getOldRotation();
rb[i]->getOldRotation() = rb[i]->getRotation();
TimeIntegration::semiImplicitEulerRotation(h, rb[i]->getMass(), rb[i]->getInertiaTensorInverseW(), rb[i]->getRotation(), rb[i]->getAngularVelocity(), rb[i]->getTorque());
rb[i]->rotationUpdated();
}
//////////////////////////////////////////////////////////////////////////
// particle model
//////////////////////////////////////////////////////////////////////////
#pragma omp for schedule(static)
for (int i = 0; i < (int) pd.size(); i++)
{
pd.getLastPosition(i) = pd.getOldPosition(i);
pd.getOldPosition(i) = pd.getPosition(i);
pd.getVelocity(i) *= (1.0f - m_damping);
TimeIntegration::semiImplicitEuler(h, pd.getMass(i), pd.getPosition(i), pd.getVelocity(i), pd.getAcceleration(i));
}
for (int i = 0; i < (int)pg.size(); i++)
{
pg.getLastPosition(i) = pg.getOldPosition(i);
pg.getOldPosition(i) = pg.getPosition(i);
pg.getVelocity(i) *= (1.0f - m_damping);
TimeIntegration::semiImplicitEuler(h, pg.getMass(i), pg.getPosition(i), pg.getVelocity(i), pg.getAcceleration(i));
}
}
positionConstraintProjection(model);
#pragma omp parallel default(shared)
{
// Update velocities
#pragma omp for schedule(static) nowait
for (int i = 0; i < (int) rb.size(); i++)
{
if (m_velocityUpdateMethod == 0)
{
TimeIntegration::velocityUpdateFirstOrder(h, rb[i]->getMass(), rb[i]->getPosition(), rb[i]->getOldPosition(), rb[i]->getVelocity());
TimeIntegration::angularVelocityUpdateFirstOrder(h, rb[i]->getMass(), rb[i]->getRotation(), rb[i]->getOldRotation(), rb[i]->getAngularVelocity());
}
else
{
TimeIntegration::velocityUpdateSecondOrder(h, rb[i]->getMass(), rb[i]->getPosition(), rb[i]->getOldPosition(), rb[i]->getLastPosition(), rb[i]->getVelocity());
TimeIntegration::angularVelocityUpdateSecondOrder(h, rb[i]->getMass(), rb[i]->getRotation(), rb[i]->getOldRotation(), rb[i]->getLastRotation(), rb[i]->getAngularVelocity());
}
}
// Update velocities
#pragma omp for schedule(static)
for (int i = 0; i < (int) pd.size(); i++)
{
if (m_velocityUpdateMethod == 0)
TimeIntegration::velocityUpdateFirstOrder(h, pd.getMass(i), pd.getPosition(i), pd.getOldPosition(i), pd.getVelocity(i));
else
TimeIntegration::velocityUpdateSecondOrder(h, pd.getMass(i), pd.getPosition(i), pd.getOldPosition(i), pd.getLastPosition(i), pd.getVelocity(i));
}
#pragma omp for schedule(static)
for (int i = 0; i < (int)pg.size(); i++)
{
if (m_velocityUpdateMethod == 0)
TimeIntegration::velocityUpdateFirstOrder(h, pg.getMass(i), pg.getPosition(i), pg.getOldPosition(i), pg.getVelocity(i));
else
TimeIntegration::velocityUpdateSecondOrder(h, pg.getMass(i), pg.getPosition(i), pg.getOldPosition(i), pg.getLastPosition(i), pg.getVelocity(i));
}
}
velocityConstraintProjection(model);
// compute new time
tm->setTime (tm->getTime () + h);
}
开发者ID:mmmovania,项目名称:PositionBasedDynamics-ElasticRod,代码行数:97,代码来源:TimeStepController.cpp
示例18: RenderingLoop
void RenderingLoop() {
// Clear screen
gameManager.GetWindow().clear();
gameManager.Render();
// Update the window
gameManager.GetWindow().display();
timeManager.UpdateDelta();//calculate time to complete the last frame.
}
开发者ID:naruse,项目名称:SpaceInvadersSFML,代码行数:8,代码来源:main.cpp
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