diff options
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 f8497140cd..884978bf96 100644 --- a/main/main_timer_sync.h +++ b/main/main_timer_sync.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -34,11 +34,11 @@ #include "core/config/engine.h" struct MainFrameTime { - float idle_step; // time to advance idles for (argument to process()) + float 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 - void clamp_idle(float min_idle_step, float max_idle_step); + void clamp_process_step(float min_process_step, float max_process_step); }; class MainTimerSync { @@ -49,7 +49,7 @@ class MainTimerSync { // logical game time since last physics timestep float time_accum = 0; - // current difference between wall clock time and reported sum of idle_steps + // current difference between wall clock time and reported sum of process_steps float time_deficit = 0; // number of frames back for keeping accumulated physics steps roughly constant. @@ -67,7 +67,7 @@ class MainTimerSync { int fixed_fps = 0; protected: - // returns the fraction of p_frame_slice required for the timer to overshoot + // 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(); @@ -76,14 +76,14 @@ protected: // return value: number of frames back this data is consistent int get_average_physics_steps(float &p_min, float &p_max); - // advance physics clock by p_idle_step, return appropriate number of steps to simulate - MainFrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step); + // 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); // 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_frame_slice, int p_iterations_per_second, float p_idle_step); + MainFrameTime advance_checked(float p_physics_step, int p_physics_fps, float p_process_step); // determine wall clock step since last iteration - float get_cpu_idle_step(); + float 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_frame_slice, int p_iterations_per_second); + MainFrameTime advance(float p_physics_step, int p_physics_fps); }; #endif // MAIN_TIMER_SYNC_H |