/
SimTime.java
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/
SimTime.java
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/*
* $Id$
*
* Copyright (c) 2015, Simsilica, LLC
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* 3. Neither the name of the copyright holder nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.simsilica.sim;
/**
* Provides information about the current simulation time step,
* including frame number, game time, and tpf.
*
* @author Paul Speed
*/
public class SimTime {
private long frame;
private long time;
private long baseTime; // so that time can be based on some 0 value
private long timeOffset; // allows forcing the time to be a certain value
private boolean rebase = false;
private double tpf;
private double invTimeScale = 1000000000.0; // nanos
private double timeScale = 1.0 / invTimeScale;
public SimTime() {
}
public void update( long realTime ) {
if( frame == 0 || rebase ) {
baseTime = realTime;
rebase = false;
}
realTime -= baseTime;
frame++;
tpf = (realTime - this.time) * timeScale;
this.time = realTime + timeOffset;
}
/**
* Returns the SimTime version of the specified timestamp that
* is compatible with what would normally be provided to update().
* SimTime.getTime() will provide 'frame locked' timestamps that will
* not update during a frame which is what the systems will want 99.99%
* of the time. Rarely it is desirable to get a "real" timestamp that
* is not locked to frames, usually as part of providing matching accurate
* timesource information to something else that is trying to synch.
*/
public long getUnlockedTime( long realTime ) {
return realTime - baseTime;
}
public long toSimTime( double seconds ) {
return (long)(seconds * invTimeScale);
}
public long getFutureTime( double seconds ) {
return time + toSimTime(seconds);
}
public final double getTpf() {
return tpf;
}
public final long getFrame() {
return frame;
}
public final long getTime() {
return time;
}
/**
* Force the game time to a certain value. Note that going backwards while
* systems are running may have undesirable effects.
* The next immediate call to getTime() will return the specified value.
* If update() is called then getTime() will return this value plus whatever
* time has passed since the last time update() was called.
* This is primarily used as a way for games to preset the game time to
* some known value, say when restoring a saved game or a persistent world.
*/
public final void setCurrentTime( long time ) {
this.timeOffset = time;
this.time = time;
this.rebase = true;
}
public final double getTimeInSeconds() {
return time * timeScale;
}
public final double getTimeScale() {
return timeScale;
}
public final long addMillis( long ms ) {
return time + ms * 1000000L;
}
@Override
public String toString() {
return getClass().getSimpleName() + "[tpf=" + getTpf() + ", seconds=" + getTimeInSeconds() + "]";
}
}