public SetDebugDraw ( DebugDraw debugDraw ) : void | ||
debugDraw | DebugDraw | |
return | void |
/// <summary> /// Run one simulation. /// </summary> private void RunTrial() { // Ensure flag is reset before we enter the main trial loop. _simStopFlag = false; // Get local copy of black box pointer so that the same one is used throughout each individual simulation trial/run // (_box is being continually updated by the evolution algorithm update events). This is probably an atomic // operation and thus thread safe. IBlackBox box = _box; box.ResetState(); // Create/init new simulation world. _simWorld = CreateSimulationWorld(); _simWorld.SetDebugDraw(_debugDraw); _timestepDelayMs = (int)(1000f / (float)_simWorld.SimulationParameters._frameRate); // Initialise the viewport on the GUI thread. Invoke(new MethodInvoker(delegate() { SetView(); })); // Run main simulation loop until a stop condition occurs. for (;;) { // Perform GUI operations on the GUI thread. Invoke(new MethodInvoker(delegate() { // Clear viewport buffer. Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); // Advance the simulation world forward by one timestep. // The simulation world has callbacks to the debug drawer object, // hence this call is made on the GUI thread. _simWorld.Step(); // Draw the world in its new/current state. openGlControl.Draw(); })); // Invoke controller logic (if any). InvokeController(); if (TestStopCondition()) { break; } // Slow simulation down to run it in real-time. Thread.Sleep(_timestepDelayMs); } }
/// <summary> /// Run one simulation. /// </summary> private void RunTrial() { // Ensure flag is reset before we enter the main trial loop. _simStopFlag = false; // Get local copy of black box pointer so that the same one is used throughout each individual simulation trial/run // (_box is being continually updated by the evolution algorithm update events). This is probably an atomic // operation and thus thread safe. IBlackBox box = _box; box.ResetState(); // Create/init new simulation world. _simWorld = CreateSimulationWorld(); _simWorld.SetDebugDraw(_debugDraw); _timestepDelayMs = (int)(1000f / (float)_simWorld.SimulationParameters._frameRate); // Initialise the viewport on the GUI thread. Invoke(new MethodInvoker(delegate() { SetView(); })); // Run main simulation loop until a stop condition occurs. for(;;) { // Perform GUI operations on the GUI thread. Invoke(new MethodInvoker(delegate() { // Clear viewport buffer. Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); // Advance the simulation world forward by one timestep. // The simulation world has callbacks to the debug drawer object, // hence this call is made on the GUI thread. _simWorld.Step(); // Draw the world in its new/current state. openGlControl.Draw(); })); // Invoke controller logic (if any). InvokeController(); if(TestStopCondition()) { break; } // Slow simulation down to run it in realtime. Thread.Sleep(_timestepDelayMs); } }
private void InitSimWorld(Type simWorldType) { _simWorld = (SimulationWorld)Activator.CreateInstance(simWorldType); _simWorld.InitSimulationWorld(); _simWorld.SetDebugDraw(_debugDraw); SetView(); // Start the simulation timer. simTimer.Start(); }