Index: experimental/flocking_geese/js/frame_counter.js |
diff --git a/experimental/flocking_geese/js/frame_counter.js b/experimental/flocking_geese/js/frame_counter.js |
deleted file mode 100644 |
index 6f049564ec85e999a331a5b2bde9d6a2df8382e7..0000000000000000000000000000000000000000 |
--- a/experimental/flocking_geese/js/frame_counter.js |
+++ /dev/null |
@@ -1,130 +0,0 @@ |
-// Copyright 2011 (c) The Native Client Authors. All rights reserved. |
-// Use of this source code is governed by a BSD-style license that can be |
-// found in the LICENSE file. |
- |
-/** |
- * @file |
- * A small helper class that keeps track of tick deltas and a tick |
- * count. It accumulates the duration of each frame. Updates the frame rate |
- * every 100 frames. |
- */ |
- |
-goog.provide('FrameCounter'); |
- |
-goog.require('goog.Disposable'); |
- |
-/** |
- * Constructor for the FrameCounter class. |
- * @constructor |
- * @extends {goog.Disposable} |
- */ |
-FrameCounter = function() { |
- goog.Disposable.call(this); |
- |
- /** |
- * The frame duration accumulator. Holds the accumulated simulation time. |
- * Measured in milliseconds. |
- * @type {number} |
- * @private |
- */ |
- this.frameDurationAccumulator_ = 0; |
- |
- /** |
- * The number of frames accumulated so far. This is reset to 0 about once |
- * a second. |
- * @type {number} |
- * @private |
- */ |
- this.frameCount_ = 0; |
- |
- /** |
- * The time stamp at the the start of a simulation tick. |
- * @type {number} |
- * @private |
- */ |
- this.frameStart_ = 0.0; |
- |
- /** |
- * The current frame rate. This is updated about once per second, and is |
- * not a valid value for the first second of the simulation.. |
- * @type {number} |
- * @private |
- */ |
- this.framesPerSecond_ = 0; |
- |
- this.reset(); |
-} |
-goog.inherits(FrameCounter, goog.Disposable); |
- |
-/** |
- * Number of clock ticks per second. |
- * @type {number} |
- * @private |
- */ |
-FrameCounter.prototype.CLOCK_TICKS_PER_SECOND_ = 1000.0; |
- |
-/** |
- * Frame count that triggers an update the frame rate. |
- * @type {number} |
- * @private |
- */ |
-FrameCounter.prototype.FRAME_RATE_REFRESH_COUNT_ = 100; |
- |
-/** |
- * Override of disposeInternal() to dispose of retained objects. |
- * @override |
- */ |
-FrameCounter.prototype.disposeInternal = function() { |
- FrameCounter.superClass_.disposeInternal.call(this); |
-} |
- |
-/** |
- * Record the current time, which is used to compute the frame duration |
- * when endFrame() is called. |
- */ |
-FrameCounter.prototype.beginFrame = function() { |
- this.frameStart_ = new Date().getTime(); |
-} |
- |
-/** |
- * Compute the delta since the last call to beginFrame() and increment the |
- * frame count. Update the frame rate whenever the prescribed number of |
- * frames have been counted, or at least one second of simulator time has |
- * passed, whichever is less. |
- */ |
-FrameCounter.prototype.endFrame = function() { |
- var frameEnd = new Date().getTime(); |
- var dt = frameEnd - this.frameStart_; |
- if (dt < 0) { |
- return; // Just in case. |
- } |
- this.frameDurationAccumulator_ += dt; |
- this.frameCount_++; |
- if (this.frameCount_ > this.FRAME_RATE_REFRESH_COUNT_ || |
- this.frameDurationAccumulator_ >= this.CLOCK_TICKS_PER_SECOND_) { |
- var elapsedTime = this.frameDurationAccumulator_ / |
- this.CLOCK_TICKS_PER_SECOND_; |
- this.framesPerSecond_ = this.frameCount_ / elapsedTime; |
- this.frameDurationAccumulator_ = 0; |
- this.frameCount_ = 0; |
- } |
-} |
- |
-/** |
- * The current frame rate. Note that this is 0 for the first second in |
- * the accumulator, and is updated about once per second. |
- * @return {number} The current frame rate in frames per second. |
- */ |
-FrameCounter.prototype.framesPerSecond = function() { |
- return this.framesPerSecond_; |
-} |
- |
-/** |
- * Reset all the counters back to 0. |
- */ |
-FrameCounter.prototype.reset = function() { |
- this.frameDurationAccumulator_ = 0; |
- this.framesPerSecond_ = 0; |
- this.frameCount_ = 0; |
-} |
- |