Use doubles for time everywhere in Timer/SceneTree
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@ -34,11 +34,11 @@
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#include "core/config/engine.h"
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struct MainFrameTime {
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float process_step; // delta time to advance during process()
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double process_step; // delta time to advance during process()
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int physics_steps; // number of times to iterate the physics engine
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float interpolation_fraction; // fraction through the current physics tick
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double interpolation_fraction; // fraction through the current physics tick
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void clamp_process_step(float min_process_step, float max_process_step);
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void clamp_process_step(double min_process_step, double max_process_step);
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};
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class MainTimerSync {
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@ -47,10 +47,10 @@ class MainTimerSync {
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uint64_t current_cpu_ticks_usec = 0;
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// logical game time since last physics timestep
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float time_accum = 0;
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double time_accum = 0;
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// current difference between wall clock time and reported sum of process_steps
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float time_deficit = 0;
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double time_deficit = 0;
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// number of frames back for keeping accumulated physics steps roughly constant.
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// value of 12 chosen because that is what is required to make 144 Hz monitors
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@ -70,20 +70,20 @@ protected:
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// returns the fraction of p_physics_step required for the timer to overshoot
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// before advance_core considers changing the physics_steps return from
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// the typical values as defined by typical_physics_steps
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float get_physics_jitter_fix();
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double get_physics_jitter_fix();
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// gets our best bet for the average number of physics steps per render frame
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// return value: number of frames back this data is consistent
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int get_average_physics_steps(float &p_min, float &p_max);
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int get_average_physics_steps(double &p_min, double &p_max);
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// advance physics clock by p_process_step, return appropriate number of steps to simulate
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MainFrameTime advance_core(float p_physics_step, int p_physics_fps, float p_process_step);
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MainFrameTime advance_core(double p_physics_step, int p_physics_fps, double p_process_step);
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// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
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MainFrameTime advance_checked(float p_physics_step, int p_physics_fps, float p_process_step);
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MainFrameTime advance_checked(double p_physics_step, int p_physics_fps, double p_process_step);
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// determine wall clock step since last iteration
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float get_cpu_process_step();
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double get_cpu_process_step();
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public:
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MainTimerSync();
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@ -96,7 +96,7 @@ public:
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void set_fixed_fps(int p_fixed_fps);
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// advance one frame, return timesteps to take
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MainFrameTime advance(float p_physics_step, int p_physics_fps);
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MainFrameTime advance(double p_physics_step, int p_physics_fps);
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};
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#endif // MAIN_TIMER_SYNC_H
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