-New inspector.
-Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
This commit is contained in:
parent
3b8bd50b41
commit
005b69cf6e
39 changed files with 5975 additions and 337 deletions
234
main/main.cpp
234
main/main.cpp
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@ -82,6 +82,8 @@
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#include "version.h"
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#include "version_hash.gen.h"
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#include "main/timer_sync.h"
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static ProjectSettings *globals = NULL;
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static Engine *engine = NULL;
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static InputMap *input_map = NULL;
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@ -1221,227 +1223,8 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
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}
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// everything the main loop needs to know about frame timings
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struct _FrameTime {
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float animation_step; // time to advance animations for (argument to process())
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int physics_steps; // number of times to iterate the physics engine
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void clamp_animation(float min_animation_step, float max_animation_step) {
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if (animation_step < min_animation_step) {
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animation_step = min_animation_step;
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} else if (animation_step > max_animation_step) {
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animation_step = max_animation_step;
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}
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}
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};
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class _TimerSync {
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// wall clock time measured on the main thread
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uint64_t last_cpu_ticks_usec;
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uint64_t current_cpu_ticks_usec;
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// logical game time since last physics timestep
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float time_accum;
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// current difference between wall clock time and reported sum of animation_steps
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float time_deficit;
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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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// behave well with 60 Hz physics updates. The only worse commonly available refresh
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// would be 85, requiring CONTROL_STEPS = 17.
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static const int CONTROL_STEPS = 12;
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// sum of physics steps done over the last (i+1) frames
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int accumulated_physics_steps[CONTROL_STEPS];
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// typical value for accumulated_physics_steps[i] is either this or this plus one
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int typical_physics_steps[CONTROL_STEPS];
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protected:
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// returns the fraction of p_frame_slice 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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return Engine::get_singleton()->get_physics_jitter_fix();
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}
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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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p_min = typical_physics_steps[0];
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p_max = p_min + 1;
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for (int i = 1; i < CONTROL_STEPS; ++i) {
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const float typical_lower = typical_physics_steps[i];
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const float current_min = typical_lower / (i + 1);
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if (current_min > p_max)
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return i; // bail out of further restrictions would void the interval
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else if (current_min > p_min)
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p_min = current_min;
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const float current_max = (typical_lower + 1) / (i + 1);
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if (current_max < p_min)
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return i;
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else if (current_max < p_max)
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p_max = current_max;
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}
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return CONTROL_STEPS;
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}
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// advance physics clock by p_animation_step, return appropriate number of steps to simulate
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_FrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_animation_step) {
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_FrameTime ret;
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ret.animation_step = p_animation_step;
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// simple determination of number of physics iteration
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time_accum += ret.animation_step;
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ret.physics_steps = floor(time_accum * p_iterations_per_second);
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int min_typical_steps = typical_physics_steps[0];
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int max_typical_steps = min_typical_steps + 1;
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// given the past recorded steps and typcial steps to match, calculate bounds for this
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// step to be typical
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bool update_typical = false;
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for (int i = 0; i < CONTROL_STEPS - 1; ++i) {
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int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i];
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if (steps_left_to_match_typical > max_typical_steps ||
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steps_left_to_match_typical + 1 < min_typical_steps) {
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update_typical = true;
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break;
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}
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if (steps_left_to_match_typical > min_typical_steps)
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min_typical_steps = steps_left_to_match_typical;
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if (steps_left_to_match_typical + 1 < max_typical_steps)
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max_typical_steps = steps_left_to_match_typical + 1;
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}
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// try to keep it consistent with previous iterations
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if (ret.physics_steps < min_typical_steps) {
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const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix());
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if (max_possible_steps < min_typical_steps) {
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ret.physics_steps = max_possible_steps;
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update_typical = true;
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} else {
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ret.physics_steps = min_typical_steps;
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}
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} else if (ret.physics_steps > max_typical_steps) {
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const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix());
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if (min_possible_steps > max_typical_steps) {
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ret.physics_steps = min_possible_steps;
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update_typical = true;
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} else {
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ret.physics_steps = max_typical_steps;
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}
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}
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time_accum -= ret.physics_steps * p_frame_slice;
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// keep track of accumulated step counts
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for (int i = CONTROL_STEPS - 2; i >= 0; --i) {
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accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps;
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}
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accumulated_physics_steps[0] = ret.physics_steps;
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if (update_typical) {
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for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
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if (typical_physics_steps[i] > accumulated_physics_steps[i]) {
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typical_physics_steps[i] = accumulated_physics_steps[i];
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} else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) {
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typical_physics_steps[i] = accumulated_physics_steps[i] - 1;
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}
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}
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}
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return ret;
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}
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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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_FrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_animation_step) {
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if (fixed_fps != -1)
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p_animation_step = 1.0 / fixed_fps;
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// compensate for last deficit
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p_animation_step += time_deficit;
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_FrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_animation_step);
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// we will do some clamping on ret.animation_step and need to sync those changes to time_accum,
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// that's easiest if we just remember their fixed difference now
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const double animation_minus_accum = ret.animation_step - time_accum;
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// first, least important clamping: keep ret.animation_step consistent with typical_physics_steps.
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// this smoothes out the animation steps and culls small but quick variations.
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{
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float min_average_physics_steps, max_average_physics_steps;
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int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps);
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if (consistent_steps > 3) {
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ret.clamp_animation(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice);
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}
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}
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// second clamping: keep abs(time_deficit) < jitter_fix * frame_slise
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float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice;
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ret.clamp_animation(p_animation_step - max_clock_deviation, p_animation_step + max_clock_deviation);
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// last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and animation
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ret.clamp_animation(animation_minus_accum, animation_minus_accum + p_frame_slice);
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// restore time_accum
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time_accum = ret.animation_step - animation_minus_accum;
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// track deficit
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time_deficit = p_animation_step - ret.animation_step;
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return ret;
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}
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// determine wall clock step since last iteration
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float get_cpu_animation_step() {
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uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
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last_cpu_ticks_usec = current_cpu_ticks_usec;
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return cpu_ticks_elapsed / 1000000.0;
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}
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public:
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explicit _TimerSync() :
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last_cpu_ticks_usec(0),
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current_cpu_ticks_usec(0),
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time_accum(0),
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time_deficit(0) {
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for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
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typical_physics_steps[i] = i;
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accumulated_physics_steps[i] = i;
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}
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}
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// start the clock
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void init(uint64_t p_cpu_ticks_usec) {
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current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec;
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}
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// set measured wall clock time
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void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) {
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current_cpu_ticks_usec = p_cpu_ticks_usec;
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}
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// advance one frame, return timesteps to take
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_FrameTime advance(float p_frame_slice, int p_iterations_per_second) {
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float cpu_animation_step = get_cpu_animation_step();
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return advance_checked(p_frame_slice, p_iterations_per_second, cpu_animation_step);
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}
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void before_start_render() {
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VisualServer::get_singleton()->sync();
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}
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};
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static _TimerSync _timer_sync;
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static MainTimerSync main_timer_sync;
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bool Main::start() {
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@ -1457,7 +1240,7 @@ bool Main::start() {
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String _export_preset;
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bool export_debug = false;
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_timer_sync.init(OS::get_singleton()->get_ticks_usec());
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main_timer_sync.init(OS::get_singleton()->get_ticks_usec());
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List<String> args = OS::get_singleton()->get_cmdline_args();
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for (int i = 0; i < args.size(); i++) {
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@ -1958,15 +1741,16 @@ bool Main::iteration() {
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uint64_t ticks = OS::get_singleton()->get_ticks_usec();
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Engine::get_singleton()->_frame_ticks = ticks;
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_timer_sync.set_cpu_ticks_usec(ticks);
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main_timer_sync.set_cpu_ticks_usec(ticks);
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main_timer_sync.set_fixed_fps(fixed_fps);
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uint64_t ticks_elapsed = ticks - last_ticks;
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int physics_fps = Engine::get_singleton()->get_iterations_per_second();
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float frame_slice = 1.0 / physics_fps;
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_FrameTime advance = _timer_sync.advance(frame_slice, physics_fps);
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double step = advance.animation_step;
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MainFrameTime advance = main_timer_sync.advance(frame_slice, physics_fps);
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double step = advance.idle_step;
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Engine::get_singleton()->_frame_step = step;
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@ -2030,7 +1814,7 @@ bool Main::iteration() {
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OS::get_singleton()->get_main_loop()->idle(step * time_scale);
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message_queue->flush();
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_timer_sync.before_start_render(); //sync if still drawing from previous frames.
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VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames.
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if (OS::get_singleton()->can_draw() && !disable_render_loop) {
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193
main/timer_sync.cpp
Normal file
193
main/timer_sync.cpp
Normal file
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@ -0,0 +1,193 @@
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#include "timer_sync.h"
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void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
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if (idle_step < min_idle_step) {
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idle_step = min_idle_step;
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} else if (idle_step > max_idle_step) {
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idle_step = max_idle_step;
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}
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}
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/////////////////////////////////
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// returns the fraction of p_frame_slice 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 MainTimerSync::get_physics_jitter_fix() {
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return Engine::get_singleton()->get_physics_jitter_fix();
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}
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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 MainTimerSync::get_average_physics_steps(float &p_min, float &p_max) {
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p_min = typical_physics_steps[0];
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p_max = p_min + 1;
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for (int i = 1; i < CONTROL_STEPS; ++i) {
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const float typical_lower = typical_physics_steps[i];
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const float current_min = typical_lower / (i + 1);
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if (current_min > p_max)
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return i; // bail out of further restrictions would void the interval
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else if (current_min > p_min)
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p_min = current_min;
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const float current_max = (typical_lower + 1) / (i + 1);
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if (current_max < p_min)
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return i;
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else if (current_max < p_max)
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p_max = current_max;
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}
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return CONTROL_STEPS;
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}
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// advance physics clock by p_idle_step, return appropriate number of steps to simulate
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MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step) {
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MainFrameTime ret;
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ret.idle_step = p_idle_step;
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// simple determination of number of physics iteration
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time_accum += ret.idle_step;
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ret.physics_steps = floor(time_accum * p_iterations_per_second);
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int min_typical_steps = typical_physics_steps[0];
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int max_typical_steps = min_typical_steps + 1;
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// given the past recorded steps and typcial steps to match, calculate bounds for this
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// step to be typical
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bool update_typical = false;
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for (int i = 0; i < CONTROL_STEPS - 1; ++i) {
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int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i];
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if (steps_left_to_match_typical > max_typical_steps ||
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steps_left_to_match_typical + 1 < min_typical_steps) {
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update_typical = true;
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break;
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}
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if (steps_left_to_match_typical > min_typical_steps)
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min_typical_steps = steps_left_to_match_typical;
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if (steps_left_to_match_typical + 1 < max_typical_steps)
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max_typical_steps = steps_left_to_match_typical + 1;
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}
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// try to keep it consistent with previous iterations
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if (ret.physics_steps < min_typical_steps) {
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const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix());
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if (max_possible_steps < min_typical_steps) {
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ret.physics_steps = max_possible_steps;
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update_typical = true;
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} else {
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ret.physics_steps = min_typical_steps;
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}
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} else if (ret.physics_steps > max_typical_steps) {
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const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix());
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if (min_possible_steps > max_typical_steps) {
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ret.physics_steps = min_possible_steps;
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update_typical = true;
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} else {
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ret.physics_steps = max_typical_steps;
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}
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}
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time_accum -= ret.physics_steps * p_frame_slice;
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// keep track of accumulated step counts
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for (int i = CONTROL_STEPS - 2; i >= 0; --i) {
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accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps;
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}
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accumulated_physics_steps[0] = ret.physics_steps;
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if (update_typical) {
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for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
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if (typical_physics_steps[i] > accumulated_physics_steps[i]) {
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typical_physics_steps[i] = accumulated_physics_steps[i];
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} else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) {
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typical_physics_steps[i] = accumulated_physics_steps[i] - 1;
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}
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}
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}
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return ret;
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}
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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 MainTimerSync::advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step) {
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if (fixed_fps != -1)
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p_idle_step = 1.0 / fixed_fps;
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// compensate for last deficit
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p_idle_step += time_deficit;
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MainFrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_idle_step);
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// we will do some clamping on ret.idle_step and need to sync those changes to time_accum,
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// that's easiest if we just remember their fixed difference now
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const double idle_minus_accum = ret.idle_step - time_accum;
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// first, least important clamping: keep ret.idle_step consistent with typical_physics_steps.
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// this smoothes out the idle steps and culls small but quick variations.
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{
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float min_average_physics_steps, max_average_physics_steps;
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int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps);
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if (consistent_steps > 3) {
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ret.clamp_idle(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice);
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}
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}
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||||
// second clamping: keep abs(time_deficit) < jitter_fix * frame_slise
|
||||
float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice;
|
||||
ret.clamp_idle(p_idle_step - max_clock_deviation, p_idle_step + max_clock_deviation);
|
||||
|
||||
// last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and idle
|
||||
ret.clamp_idle(idle_minus_accum, idle_minus_accum + p_frame_slice);
|
||||
|
||||
// restore time_accum
|
||||
time_accum = ret.idle_step - idle_minus_accum;
|
||||
|
||||
// track deficit
|
||||
time_deficit = p_idle_step - ret.idle_step;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// determine wall clock step since last iteration
|
||||
float MainTimerSync::get_cpu_idle_step() {
|
||||
uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
|
||||
last_cpu_ticks_usec = current_cpu_ticks_usec;
|
||||
|
||||
return cpu_ticks_elapsed / 1000000.0;
|
||||
}
|
||||
|
||||
MainTimerSync::MainTimerSync() :
|
||||
last_cpu_ticks_usec(0),
|
||||
current_cpu_ticks_usec(0),
|
||||
time_accum(0),
|
||||
time_deficit(0),
|
||||
fixed_fps(0) {
|
||||
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
|
||||
typical_physics_steps[i] = i;
|
||||
accumulated_physics_steps[i] = i;
|
||||
}
|
||||
}
|
||||
|
||||
// start the clock
|
||||
void MainTimerSync::init(uint64_t p_cpu_ticks_usec) {
|
||||
current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec;
|
||||
}
|
||||
|
||||
// set measured wall clock time
|
||||
void MainTimerSync::set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) {
|
||||
current_cpu_ticks_usec = p_cpu_ticks_usec;
|
||||
}
|
||||
|
||||
void MainTimerSync::set_fixed_fps(int p_fixed_fps) {
|
||||
fixed_fps = p_fixed_fps;
|
||||
}
|
||||
|
||||
// advance one frame, return timesteps to take
|
||||
MainFrameTime MainTimerSync::advance(float p_frame_slice, int p_iterations_per_second) {
|
||||
float cpu_idle_step = get_cpu_idle_step();
|
||||
|
||||
return advance_checked(p_frame_slice, p_iterations_per_second, cpu_idle_step);
|
||||
}
|
||||
71
main/timer_sync.h
Normal file
71
main/timer_sync.h
Normal file
|
|
@ -0,0 +1,71 @@
|
|||
#ifndef TIMER_SYNC_H
|
||||
#define TIMER_SYNC_H
|
||||
|
||||
#include "core/engine.h"
|
||||
|
||||
struct MainFrameTime {
|
||||
float idle_step; // time to advance idles for (argument to process())
|
||||
int physics_steps; // number of times to iterate the physics engine
|
||||
|
||||
void clamp_idle(float min_idle_step, float max_idle_step);
|
||||
};
|
||||
|
||||
class MainTimerSync {
|
||||
// wall clock time measured on the main thread
|
||||
uint64_t last_cpu_ticks_usec;
|
||||
uint64_t current_cpu_ticks_usec;
|
||||
|
||||
// logical game time since last physics timestep
|
||||
float time_accum;
|
||||
|
||||
// current difference between wall clock time and reported sum of idle_steps
|
||||
float time_deficit;
|
||||
|
||||
// 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
|
||||
// behave well with 60 Hz physics updates. The only worse commonly available refresh
|
||||
// would be 85, requiring CONTROL_STEPS = 17.
|
||||
static const int CONTROL_STEPS = 12;
|
||||
|
||||
// sum of physics steps done over the last (i+1) frames
|
||||
int accumulated_physics_steps[CONTROL_STEPS];
|
||||
|
||||
// typical value for accumulated_physics_steps[i] is either this or this plus one
|
||||
int typical_physics_steps[CONTROL_STEPS];
|
||||
|
||||
int fixed_fps;
|
||||
|
||||
protected:
|
||||
// returns the fraction of p_frame_slice 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();
|
||||
|
||||
// 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);
|
||||
|
||||
// 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);
|
||||
|
||||
// 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);
|
||||
|
||||
// determine wall clock step since last iteration
|
||||
float get_cpu_idle_step();
|
||||
|
||||
public:
|
||||
MainTimerSync();
|
||||
|
||||
// start the clock
|
||||
void init(uint64_t p_cpu_ticks_usec);
|
||||
// set measured wall clock time
|
||||
void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec);
|
||||
//set fixed fps
|
||||
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);
|
||||
};
|
||||
|
||||
#endif // TIMER_SYNC_H
|
||||
Loading…
Add table
Add a link
Reference in a new issue