centralize profiler declaration
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@ -17,7 +17,6 @@
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*/
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#include <testbed/framework/profiler.h>
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#include <bounce/common/profiler.h>
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#include <bounce/common/time.h>
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#include <bounce/common/template/queue.h>
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@ -23,7 +23,6 @@
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#include <bounce/common/settings.h>
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#include <bounce/common/time.h>
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#include <bounce/common/profiler.h>
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#include <bounce/common/draw.h>
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#include <bounce/common/math/math.h>
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@ -1,50 +0,0 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_PROFILER_H
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#define B3_PROFILER_H
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#include <bounce/common/settings.h>
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#define B3_PROFILE(name) b3ProfileScope scope(name)
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// You should implement this function to use your own profiler.
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bool b3PushProfileScope(const char* name);
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// You should implement this function to use your own profiler.
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void b3PopProfileScope();
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struct b3ProfileScope
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{
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b3ProfileScope(const char* name)
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{
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b = b3PushProfileScope(name);
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}
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~b3ProfileScope()
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{
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if (b)
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{
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b3PopProfileScope();
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}
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}
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private:
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bool b;
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};
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#endif
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@ -106,7 +106,7 @@ typedef float float32;
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// This controls how faster overlaps should be resolved per step.
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// This is less than and would be close to 1, so that the all overlap is resolved per step.
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// However values very close to 1 may lead to overshoot.
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#define B3_BAUMGARTE (0.1f)
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#define B3_BAUMGARTE (0.2f)
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// If the relative velocity of a contact point is below
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// the threshold then restitution is not applied.
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@ -128,6 +128,8 @@ typedef float float32;
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#define B3_MiB(n) (1024 * B3_KiB(n))
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#define B3_GiB(n) (1024 * B3_MiB(n))
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#define B3_PROFILE(name) b3ProfileScope scope(name)
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// You should implement this function to use your own memory allocator.
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void* b3Alloc(u32 size);
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@ -138,6 +140,30 @@ void b3Free(void* block);
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// from this software.
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void b3Log(const char* string, ...);
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// You should implement this function to use your own profiler.
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bool b3PushProfileScope(const char* name);
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// You should implement this function to use your own profiler.
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void b3PopProfileScope();
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struct b3ProfileScope
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{
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b3ProfileScope(const char* name)
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{
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b = b3PushProfileScope(name);
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}
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~b3ProfileScope()
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{
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if (b)
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{
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b3PopProfileScope();
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}
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}
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private:
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bool b;
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};
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// The current version this software.
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struct b3Version
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{
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@ -22,7 +22,6 @@
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#include <bounce/dynamics/shapes/shape.h>
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#include <bounce/dynamics/body.h>
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#include <bounce/dynamics/world_listeners.h>
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#include <bounce/common/profiler.h>
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b3ContactManager::b3ContactManager() :
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m_convexBlocks(sizeof(b3ConvexContact)),
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@ -24,7 +24,6 @@
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#include <bounce/dynamics/contacts/contact.h>
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#include <bounce/dynamics/contacts/contact_solver.h>
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#include <bounce/common/memory/stack_allocator.h>
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#include <bounce/common/profiler.h>
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b3Island::b3Island(b3StackAllocator* allocator, u32 bodyCapacity, u32 contactCapacity, u32 jointCapacity)
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{
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@ -24,7 +24,6 @@
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#include <bounce/dynamics/contacts/contact.h>
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#include <bounce/dynamics/joints/joint.h>
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#include <bounce/dynamics/time_step.h>
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#include <bounce/common/profiler.h>
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extern u32 b3_allocCalls;
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extern u32 b3_maxAllocCalls;
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