使用C ++ Chrono处理更新循环?

时间:2013-02-09 06:17:10

标签: c++ milliseconds chrono

我对新的C ++ chrono库肯定有点失落。

这里我有一个更新循环。它运行两个操作:

engine.Update()
engine.Render()

这些操作很长,而且很难判断它们有多长。

因此,我们测量他们花了多长时间,然后进行一些计算并找出在调用渲染之前逐渐调用更新的最佳方法。

要做到这一点,我正在使用C ++ 11的Chrono功能。我选择它是因为它听起来很划算:更准确,更依赖于平台。我发现我现在遇到的问题比现在更多。

以下是我的代码,以及我的主要问题。非常需要任何有关问题或正确操作方法的帮助!

我在相关行旁边的评论中标记了我的问题,我将在下面重复这些问题。

标题文件:

class MyClass
{
private:
    typedef std::chrono::high_resolution_clock Clock;
    Clock::time_point mLastEndTime;
    milliseconds mDeltaTime;
}

简化的更新循环

// time it took last loop
milliseconds frameTime;
// The highest we'll let that time go. 60 fps = 1/60, and in milliseconds, * 1000
const milliseconds kMaxDeltatime((int)((1.0f / 60.0f) * 1000.0f)); // It's hard to tell, but this seems to come out to some tiny number, not what I expected!
while (true)
{
    // How long did the last update take?
    frameTime = duration_cast<milliseconds>(Clock::now() - mLastEndTime); // Is this the best way to get the delta time, with a duration cast?
    // Mark the last update time
    mLastEndTime = Clock::now();

    // Don't update everything with the frameTime, keep it below our maximum fps.
    while (frameTime.count() > 0) // Is this the best way to measure greater than 0 milliseconds?
    {
        // Determine the minimum time. Our frametime, or the max delta time?
        mDeltaTime = min(frameTime, kMaxDeltatime);

        // Update our engine.
        engine->Update((long)mDeltaTime.count()); // From here, it's so much easier to deal with code in longs. Is this the best way to shove a long through my code?

        // Subtract the delta time out of the total update time 
        frameTime -= mDeltaTime;
    }
    engine->Render();
}

主要问题是: 我的mDeltaTime总是很小。它基本上停留在几乎无限的循环中。这是因为kMaxDeltatime非常小,但是如果我的目标是每秒60帧,那么我不计算正确的毫秒数吗?

以下是上面列出的所有问题:

const milliseconds kMaxDeltatime((int)((1.0f / 60.0f) * 1000.0f)); // It's hard to tell, but this seems to come out to some tiny number, not what I expected!

frameTime = duration_cast<milliseconds>(Clock::now() - mLastEndTime); // Is this the best way to get the delta time, with a duration cast?

while (frameTime.count() > 0) // Is this the best way to measure greater than 0 milliseconds?

engine->Update((long)mDeltaTime.count()); // From here, it's so much easier to deal with code in longs. Is this the best way to shove a long through my code?

我很抱歉这些混乱的人。我觉得这个计时库是个白痴。大多数帮助网站,或参考资料,甚至直接代码本身都非常令人困惑,无法阅读和理解我正在应用它。我非常欢迎指向我应该如何搜索解决方案或代码!

编辑: Joachim指出std :: min / max可以正常工作几毫秒!更新了代码以反映变化。

1 个答案:

答案 0 :(得分:20)

使用std::chrono时,您应尽可能避免投射持续时间或将持续时间转换为原始整数值。相反,你应该坚持使用自然持续时间,并利用持续时间类型提供的类型安全性。

以下是一系列具体建议。对于每个推荐,我引用原始代码的行,然后显示我将如何重写这些行。


const milliseconds kMaxDeltatime((int)((1.0f / 60.0f) * 1000.0f)); // It's hard to tell, but this seems to come out to some tiny number, not what I expected!

没有理由使用手动转换常量进行此类计算。相反,你可以这样做:

typedef duration<long,std::ratio<1,60>> sixtieths_of_a_sec;
constexpr auto kMaxDeltatime = sixtieths_of_a_sec{1};

frameTime = duration_cast<milliseconds>(Clock::now() - mLastEndTime); // Is this the best way to get the delta time, with a duration cast?

您可以将值保留为其原生类型:

auto newEndTime = Clock::now();
auto frameTime = newEndTime - mLastEndTime;
mLastEndTime = newEndTime;

while (frameTime.count() > 0) // Is this the best way to measure greater than 0 milliseconds?

改为使用:

while (frameTime > milliseconds(0))

engine->Update((long)mDeltaTime.count()); // From here, it's so much easier to deal with code in longs. Is this the best way to shove a long through my code?

最好编写始终使用chrono::duration类型的代码,而不是使用泛型整数类型,但如果你真的需要获得泛型整数类型(例如,如果你必须通过long到第三方API)然后您可以执行以下操作:

auto mDeltaTime = ... // some duration type

long milliseconds = std::chrono::duration_cast<std::duration<long,std::milli>>(mDeltaTime).count();
third_party_api(milliseconds);

或者:

auto milliseconds = mDeltaTime/milliseconds(1);

要获得delta,您应该执行以下操作:

typedef std::common_type<decltype(frameTime),decltype(kMaxDeltatime)>::type common_duration;
auto mDeltaTime = std::min<common_duration>(frameTime, kMaxDeltatime);