Reputation: 61
Heres a code snippet from my attempt to make a 2D particle sim
static long lastTime = 0;
static double GetDeltaTime()
{
long now = DateTime.Now.Millisecond;
double dT = (now - lastTime); // / 1000
lastTime = now;
Console.WriteLine(dT);
return dT;
}
It should be pretty obvious that it would return the time (in milliseconds) since the last time that method was called. Only problem, this is what it prints
393
1
0
0
0
0
0
0
0
0
0
...
Ok so maybe thats just because each pass is taking less than a millisecond. So i changed it to
static long lastTime = 0;
static double GetDeltaTime()
{
long now = DateTime.Now.Ticks; // Changed this to ticks
double dT = (now - lastTime); // / 1000
lastTime = now;
Console.WriteLine(dT);
return dT;
}
but that still prints
6.35476136625848E+17
20023
0
0
0
0
0
0
...
and if "particle simulator" isnt a good enough indicator of how complex my program is, let me just say, it takes a lot longer than 0 ticks to complete a pass!
So whats going on here?
------- Code Reference ------ Heres the whole class just for reference
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Threading;
namespace _2D_Particle_Sim
{
static class Program
{
public static Particle2DSim pSim;
static Form1 form;
public static Thread update = new Thread(new ThreadStart(Update));
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
form = new Form1();
pSim = new Particle2DSim(form);
pSim.AddParticle(new Vector2(-80, -7), 5);
pSim.AddParticle(new Vector2(8, 7), 3);
Console.WriteLine("Opening Thread");
Program.update.Start();
Application.Run(form);
// System.Threading.Timer timer;
// timer = new System.Threading.Timer(new TimerCallback(Update), null, 0, 30);
}
static void Update()
{
GetDeltaTime();
while (true)
{
pSim.Update(GetDeltaTime());
}
}
static long lastTime = 0;
static double GetDeltaTime()
{
long now = DateTime.Now.Ticks;
double dT = (now - lastTime); // / 1000
lastTime = now;
Console.WriteLine(dT);
return dT;
}
}
}
Also, if my analogy of how complex my code is still wasnt enough, heres the update methord from the Particle2DSim class
public void Update(double deltaTime)
{
foreach (Particle2D particle in particles)
{
List<Particle2D> collidedWith = new List<Particle2D>();
Vector2 acceleration = new Vector2();
double influenceSum = 0;
// Calculate acceleration due to Gravity
#region Gravity
foreach (Particle2D particle2 in particles)
{
double dist2 = particle.position.Distance2(particle.position);
double influence = dist2 != 0 ? particle2.mass / dist2 : 0;
acceleration.Add(particle.position.LookAt(particle2.position) * influence);
influenceSum += influence;
if (dist2 < ((particle.radius + particle2.radius) * (particle.radius + particle2.radius)) && dist2 != 0)
{
collidedWith.Add(particle2);
}
}
acceleration.Divide(influenceSum);
#endregion
particle.Update(deltaTime);
// Handle Collisions
#region Collisions
if (collidedWith.Count > 0)
{
Console.WriteLine("Crash!");
double newMass = 0;
double newRadius = 0;
Vector2 newPosition = new Vector2();
Vector2 newVelocity = new Vector2();
newMass += particle.mass;
newRadius += Math.Sqrt(particle.radius);
newPosition += particle.position;
newVelocity += particle.velocity * particle.mass;
particles.Remove(particle);
foreach (Particle2D particle2 in collidedWith)
{
newMass += particle2.mass;
newRadius += Math.Sqrt(particle2.radius);
newPosition += particle2.position;
newVelocity += particle2.velocity * particle2.mass;
particles.Remove(particle2);
}
newPosition.Divide(collidedWith.Count + 1);
newVelocity.Divide(newMass);
AddParticle(newPosition, newVelocity, newMass, newRadius);
}
#endregion
}
}
Upvotes: 6
Views: 33224
Reputation: 11
class Program
{
static double DeltaTime;
static double Secondframe;
static double Counter;
static void Main(string[] args)
{
Stopwatch stopWatch = new Stopwatch();
stopWatch.Start();
while (true)
{
TimeSpan ts = stopWatch.Elapsed;
double FirstFrame = ts.TotalMilliseconds;
DeltaTime = FirstFrame - Secondframe;
Counter += DeltaTime;
Console.WriteLine(Counter);
Secondframe = ts.TotalMilliseconds;
}
}
}
}
Upvotes: 1
Reputation: 1
DeltaTime class helps you implement the animation.
public class DeltaTime
{
DateTime FirstTime;
public static DeltaTimer CreatePoint()
{
return new DeltaTime(){ FirstTime = DateTime.Now};
}
public TimeSpan GetDeltaTime()
{
if (FirstTime != null)
{
return DateTime.Now - FirstTime;
}
return TimeSpan.FromSeconds(1/60); //If null then return 60 FPS.
}
}
Example 1:
public async void TEST1_Animation(Button button)
{
var pointer= DeltaTime.CreatePoint();
for(double h = 0; h<button.Height;h++)
{
var n= pointer.GetDeltaTime().TotalSeconds;
h = h * n;
await button.Dispatcher.InvokeAsync(() => { button.Height= h; });
await Task.Delay(TimeSpan.FromSeconds(1 / 60 * n));
}
}
And your code will look like this:
static void Update()
{
var Pointer = DeltaTimer.CreatePoint();
while (true)
{
pSim.Update(Pointer.GetDeltaTime().TotalMilliseconds);
}
}
Upvotes: 0
Reputation: 71
using System;
class DeltaTimeExample
{
static void Main(string[] args)
{
DateTime time1 = DateTime.Now;
DateTime time2 = DateTime.Now;
// Here we find DeltaTime in while loop
while (true)
{
// This is it, use it where you want, it is time between
// two iterations of while loop
time2 = DateTime.Now;
float deltaTime = (time2.Ticks - time1.Ticks) / 10000000f;
Console.WriteLine(deltaTime); // *float* output {0,2493331}
Console.WriteLine(time2.Ticks - time1.Ticks); // *int* output {2493331}
time1 = time2;
}
}
}
Upvotes: 5
Reputation: 37020
The problem is that you're using DateTime
to try to measure the passage of time. DateTime
is meant for representing a date and time, but not for measuring elapsed time.
Use the stopwatch
class for measuring time:
Stopwatch sw = new Stopwatch();
sw.Start();
// Do something here
sw.Stop();
Console.WriteLine(sw.ElapsedMilliseconds);
// or sw.ElapsedTicks
For more details on the difference, check out Eric Lippert's blog HERE
Upvotes: 11