frame-callback.cpp
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/*
* Copyright (c) 2023 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "frame-callback.h"
#include "physics-impl.h"
#include <dali/public-api/math/vector3.h>
#include <dali/devel-api/update/update-proxy.h>
#include <dali/devel-api/threading/mutex.h>
using Dali::Vector3;
using Dali::Quaternion;
FrameCallback::FrameCallback(PhysicsImpl& physicsImpl)
: mPhysicsImpl(physicsImpl)
{
}
bool FrameCallback::Update(Dali::UpdateProxy& updateProxy, float elapsedSeconds)
{
Dali::Mutex::ScopedLock lock(mPhysicsImpl.mMutex);
static float frameTime=0;
frameTime+=elapsedSeconds;
do
{
mPhysicsImpl.Integrate(mPhysicsTimeStep);
frameTime-=mPhysicsTimeStep;
} while (frameTime>0);
for(auto&& actor : mPhysicsImpl.mPhysicsActors)
{
// Get position, orientation from physics world.
Vector3 position = actor.second.GetActorPosition();
updateProxy.BakePosition(actor.first, position);
Quaternion rotation = actor.second.GetActorRotation();
updateProxy.BakeOrientation(actor.first, rotation);
}
return true;
}