diff options
author | Aaron Franke <arnfranke@yahoo.com> | 2021-05-21 01:23:35 -0400 |
---|---|---|
committer | Aaron Franke <arnfranke@yahoo.com> | 2021-07-26 02:00:48 -0400 |
commit | 4ecb6fba8002533f266d03e13ccba7cee4216421 (patch) | |
tree | 6ce7421c462e72b3691d01bff6256cb4cab0a631 /main/main_timer_sync.h | |
parent | 0c68ccecda468b6c03f57b090aab69decc7b9549 (diff) |
Use doubles for time everywhere in Timer/SceneTree
Diffstat (limited to 'main/main_timer_sync.h')
-rw-r--r-- | main/main_timer_sync.h | 22 |
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 |