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authorAaron Franke <arnfranke@yahoo.com>2021-05-21 01:23:35 -0400
committerAaron Franke <arnfranke@yahoo.com>2021-07-26 02:00:48 -0400
commit4ecb6fba8002533f266d03e13ccba7cee4216421 (patch)
tree6ce7421c462e72b3691d01bff6256cb4cab0a631 /main/main_timer_sync.h
parent0c68ccecda468b6c03f57b090aab69decc7b9549 (diff)
Use doubles for time everywhere in Timer/SceneTree
Diffstat (limited to 'main/main_timer_sync.h')
-rw-r--r--main/main_timer_sync.h22
1 files changed, 11 insertions, 11 deletions
diff --git a/main/main_timer_sync.h b/main/main_timer_sync.h
index 884978bf96..abdec18f6d 100644
--- a/main/main_timer_sync.h
+++ b/main/main_timer_sync.h
@@ -34,11 +34,11 @@
#include "core/config/engine.h"
struct MainFrameTime {
- float process_step; // delta time to advance during process()
+ double process_step; // delta time to advance during process()
int physics_steps; // number of times to iterate the physics engine
- float interpolation_fraction; // fraction through the current physics tick
+ double interpolation_fraction; // fraction through the current physics tick
- void clamp_process_step(float min_process_step, float max_process_step);
+ void clamp_process_step(double min_process_step, double max_process_step);
};
class MainTimerSync {
@@ -47,10 +47,10 @@ class MainTimerSync {
uint64_t current_cpu_ticks_usec = 0;
// logical game time since last physics timestep
- float time_accum = 0;
+ double time_accum = 0;
// current difference between wall clock time and reported sum of process_steps
- float time_deficit = 0;
+ double time_deficit = 0;
// number of frames back for keeping accumulated physics steps roughly constant.
// value of 12 chosen because that is what is required to make 144 Hz monitors
@@ -70,20 +70,20 @@ protected:
// returns the fraction of p_physics_step required for the timer to overshoot
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
- float get_physics_jitter_fix();
+ double get_physics_jitter_fix();
// gets our best bet for the average number of physics steps per render frame
// return value: number of frames back this data is consistent
- int get_average_physics_steps(float &p_min, float &p_max);
+ int get_average_physics_steps(double &p_min, double &p_max);
// advance physics clock by p_process_step, return appropriate number of steps to simulate
- MainFrameTime advance_core(float p_physics_step, int p_physics_fps, float p_process_step);
+ MainFrameTime advance_core(double p_physics_step, int p_physics_fps, double p_process_step);
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
- MainFrameTime advance_checked(float p_physics_step, int p_physics_fps, float p_process_step);
+ MainFrameTime advance_checked(double p_physics_step, int p_physics_fps, double p_process_step);
// determine wall clock step since last iteration
- float get_cpu_process_step();
+ double get_cpu_process_step();
public:
MainTimerSync();
@@ -96,7 +96,7 @@ public:
void set_fixed_fps(int p_fixed_fps);
// advance one frame, return timesteps to take
- MainFrameTime advance(float p_physics_step, int p_physics_fps);
+ MainFrameTime advance(double p_physics_step, int p_physics_fps);
};
#endif // MAIN_TIMER_SYNC_H