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1 package com.aurellem.capture;
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2
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3 import com.jme3.system.Timer;
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4
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5 /**
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6 * A standard JME3 application that extends SimpleApplication or
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7 * Application tries as hard as it can to keep in sync with
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8 * user-time. If a ball is rolling at 1 game-mile per game-hour in the
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9 * game, and you wait for one user-hour as measured by the clock on
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10 * your wall, then the ball should have traveled exactly one
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11 * game-mile. In order to keep sync with the real world, the game
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12 * throttles its physics engine and graphics display. If the
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13 * computations involved in running the game are too intense, then the
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14 * game will first skip frames, then sacrifice physics accuracy. If
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15 * there are particularly demanding computations, then you may only
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16 * get 1 fps, and the ball may tunnel through the floor or obstacles
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17 * due to inaccurate physics simulation, but after the end of one
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18 * user-hour, that ball will have traveled one game-mile.
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19 *
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20 * When we're recording video or audio, we don't care if the game-time
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21 * syncs with user-time, but instead whether the time in the recorded
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22 * video (video-time) syncs with user-time. To continue the analogy,
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23 * if we recorded the ball rolling at 1 game-mile per game-hour and
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24 * watched the video later, we would want to see 30 fps video of the
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25 * ball rolling at 1 video-mile per user-hour. It doesn't matter how
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26 * much user-time it took to simulate that hour of game-time to make
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27 * the high-quality recording. If an Application uses this IsoTimer
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28 * instead of the normal one, we can be sure that every call to
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29 * simpleUpdate, for example, corresponds to exactly (1 / fps) seconds
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30 * of game-time. This lets us record perfect video and audio even on
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31 * a slow computer.
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32 *
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33 * @author Robert McIntyre
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34 *
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35 */
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36
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37 public class IsoTimer extends Timer {
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38
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39 private float framerate;
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40 private int ticks;
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41
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42 public IsoTimer(float framerate){
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43 this.framerate = framerate;
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44 this.ticks = 0;
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45 }
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46
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47 public long getTime() {
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48 return (long) (this.ticks / this.framerate);
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49 }
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50
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51 public long getResolution() {
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52 return 1000000000L;
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53 }
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54
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55 public float getFrameRate() {
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56 return this.framerate;
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57 }
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58
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59 public float getTimePerFrame() {
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60 return (float) (1.0f / this.framerate);
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61 }
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62
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63 public void update() {this.ticks++;}
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64
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65 public void reset() {this.ticks = 0;}
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66
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67 }
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