Haxel Engine learning 22 --- time step

代码:https://github.com/DXT00/Hazel_study/tree/f064a34112e7d7d3fcc03ab9d2f089a2da663df8/Hazel

不同的机器帧率不同,如果没帧都走1单元的话,就会导致:

400帧每秒 的机器---> 走400单元

60帧每秒 的机器  ---> 走60单元

 

会导致很大的差距。

我们希望的是一秒中所有的机器移动的步数单元是一样的

添加TimeStep类:

TimeStep.h

#pragma once

namespace Hazel {
	class TimeStep
	{
	public:
		TimeStep(float time = 0.0f)
			:m_Time(time)
		{


		}
		float GetSeconds() const { return m_Time; }
		float GetMilliseconds() const { return m_Time * 1000.0f; }
	private:
		float m_Time;
	};
}


m_Time记录每一帧的时间

Application.cpp

	void Application::Run()
	{
		while (m_Running)
		{
			float time = (float)glfwGetTime(); //return the current value, in seconds
			TimeStep timestep = time - m_LastFrameTime;
			m_LastFrameTime = time;
			for (Layer* layer : m_LayerStack)
				layer->OnUpdate(timestep);

			m_ImGuiLayer->Begin();
			for (Layer* layer : m_LayerStack)
				layer->OnImGuiRender();
			m_ImGuiLayer->End();

			m_Window->OnUpdate();
		}
	}

TimeStep timestep = time - m_LastFrameTime;

这里是一个隐式转换,当一个类只有一个成员变量时,可以把成员变量直接赋值给这个类。隐式类型转换由编译器完成,编译器通过构造函数构造出一个临时对象,并将其复制为timestep。

把TimeStep传递给客户端的SamplaLayer的OnUpdate函数:

void OnUpdate(Hazel::TimeStep ts) override
	{
		HZ_TRACE("Delta time: {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());
		if (Hazel::Input::IsKeyPressed(HZ_KEY_LEFT))
		{
			m_CameraPosition.x -= m_MoveSpeed ;
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_RIGHT))
		{
			m_CameraPosition.x += m_MoveSpeed;
		}
		if (Hazel::Input::IsKeyPressed(HZ_KEY_UP))
		{
			m_CameraPosition.y += m_MoveSpeed;
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_DOWN))
		{
			m_CameraPosition.y -= m_MoveSpeed;

		}
		if (Hazel::Input::IsKeyPressed(HZ_KEY_A))
		{
			m_CameraRotation += m_RotateSpeed;
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_D))
		{
			m_CameraRotation -= m_RotateSpeed;
		}
		
		Hazel::RenderCommand::SetClearColor({ 0.1f, 0.1f, 0.1f, 1 });
		Hazel::RenderCommand::Clear();
	/*	m_Camera.SetPosition({ 0.5f,0.5f,0.0f });
		m_Camera.SetRotation(45);*/
		m_Camera.SetPosition(m_CameraPosition);
		m_Camera.SetRotation(m_CameraRotation);
		Hazel::Renderer::BeginScene(m_Camera);
		Hazel::Renderer::Submit(m_SquareVA, m_SquareShader);

		Hazel::Renderer::Submit(m_VertexArray, m_Shader);
		Hazel::Renderer::EndScene();

	}

打印出每帧的时间:

根据上面所述,我们需要把speed(每帧走多少单元)乘以TimeStep

		if (Hazel::Input::IsKeyPressed(HZ_KEY_LEFT))
		{
			m_CameraPosition.x -= m_MoveSpeed * ts.GetSeconds();
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_RIGHT))
		{
			m_CameraPosition.x += m_MoveSpeed * ts.GetSeconds();
		}

ts.GetSeconds()这样写有点麻烦---》重载float()类型转换!!(厉害了 = =)

operator float()const { return m_Time; }

TimeStep.h

#pragma once

namespace Hazel {
	class TimeStep
	{
	public:
		TimeStep(float time = 0.0f)
			:m_Time(time)
		{


		}
		operator float()const { return m_Time; }
		float GetSeconds() const { return m_Time; }
		float GetMilliseconds() const { return m_Time * 1000.0f; }
	private:
		float m_Time;
	};
}


所以上述乘以timestep的代码就可以写成:

void OnUpdate(Hazel::TimeStep ts) override
	{
		HZ_TRACE("Delta time: {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());

		float timestep = ts;//相当一 timestep = float(ts)

		if (Hazel::Input::IsKeyPressed(HZ_KEY_LEFT))
		{
			m_CameraPosition.x -= m_MoveSpeed * timestep;
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_RIGHT))
		{
			m_CameraPosition.x += m_MoveSpeed * timestep;
		}
		if (Hazel::Input::IsKeyPressed(HZ_KEY_UP))
		{
			m_CameraPosition.y += m_MoveSpeed * timestep;
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_DOWN))
		{
			m_CameraPosition.y -= m_MoveSpeed * timestep;

		}
		if (Hazel::Input::IsKeyPressed(HZ_KEY_A))
		{
			m_CameraRotation += m_RotateSpeed * timestep;
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_D))
		{
			m_CameraRotation -= m_RotateSpeed * timestep;
		}
		
		Hazel::RenderCommand::SetClearColor({ 0.1f, 0.1f, 0.1f, 1 });
		Hazel::RenderCommand::Clear();
	/*	m_Camera.SetPosition({ 0.5f,0.5f,0.0f });
		m_Camera.SetRotation(45);*/
		m_Camera.SetPosition(m_CameraPosition);
		m_Camera.SetRotation(m_CameraRotation);
		Hazel::Renderer::BeginScene(m_Camera);
		Hazel::Renderer::Submit(m_SquareVA, m_SquareShader);

		Hazel::Renderer::Submit(m_VertexArray, m_Shader);
		Hazel::Renderer::EndScene();

	}

或者直接隐式转换:

	void OnUpdate(Hazel::TimeStep ts) override
	{
		HZ_TRACE("Delta time: {0}s ({1}ms)", ts.GetSeconds(), ts.GetMilliseconds());

		//float timestep = ts;//相当一 timestep = float(ts)

		if (Hazel::Input::IsKeyPressed(HZ_KEY_LEFT))
		{
			m_CameraPosition.x -= m_MoveSpeed * ts;
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_RIGHT))
		{
			m_CameraPosition.x += m_MoveSpeed * ts;
		}
		if (Hazel::Input::IsKeyPressed(HZ_KEY_UP))
		{
			m_CameraPosition.y += m_MoveSpeed * ts;
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_DOWN))
		{
			m_CameraPosition.y -= m_MoveSpeed * ts;

		}
		if (Hazel::Input::IsKeyPressed(HZ_KEY_A))
		{
			m_CameraRotation += m_RotateSpeed * ts;
		}
		else if (Hazel::Input::IsKeyPressed(HZ_KEY_D))
		{
			m_CameraRotation -= m_RotateSpeed * ts;
		}
		
		Hazel::RenderCommand::SetClearColor({ 0.1f, 0.1f, 0.1f, 1 });
		Hazel::RenderCommand::Clear();
	/*	m_Camera.SetPosition({ 0.5f,0.5f,0.0f });
		m_Camera.SetRotation(45);*/
		m_Camera.SetPosition(m_CameraPosition);
		m_Camera.SetRotation(m_CameraRotation);
		Hazel::Renderer::BeginScene(m_Camera);
		Hazel::Renderer::Submit(m_SquareVA, m_SquareShader);

		Hazel::Renderer::Submit(m_VertexArray, m_Shader);
		Hazel::Renderer::EndScene();

	}

F5成功运行,可以看到三角形的移动速度不再随着帧率大小而 变,而是以每秒speed单位变化了!

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