Merge pull request #30226 from lawnjelly/interpolate

Add access to interpolation fraction for fixed timestep interpolation
This commit is contained in:
Rémi Verschelde 2019-07-18 15:44:14 +02:00 committed by GitHub
commit 20a3bb9c48
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 22 additions and 0 deletions

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@ -2941,6 +2941,10 @@ float _Engine::get_physics_jitter_fix() const {
return Engine::get_singleton()->get_physics_jitter_fix();
}
float _Engine::get_physics_interpolation_fraction() const {
return Engine::get_singleton()->get_physics_interpolation_fraction();
}
void _Engine::set_target_fps(int p_fps) {
Engine::get_singleton()->set_target_fps(p_fps);
}
@ -3029,6 +3033,7 @@ void _Engine::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_iterations_per_second"), &_Engine::get_iterations_per_second);
ClassDB::bind_method(D_METHOD("set_physics_jitter_fix", "physics_jitter_fix"), &_Engine::set_physics_jitter_fix);
ClassDB::bind_method(D_METHOD("get_physics_jitter_fix"), &_Engine::get_physics_jitter_fix);
ClassDB::bind_method(D_METHOD("get_physics_interpolation_fraction"), &_Engine::get_physics_interpolation_fraction);
ClassDB::bind_method(D_METHOD("set_target_fps", "target_fps"), &_Engine::set_target_fps);
ClassDB::bind_method(D_METHOD("get_target_fps"), &_Engine::get_target_fps);

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@ -746,6 +746,7 @@ public:
void set_physics_jitter_fix(float p_threshold);
float get_physics_jitter_fix() const;
float get_physics_interpolation_fraction() const;
void set_target_fps(int p_fps);
int get_target_fps() const;

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@ -227,6 +227,7 @@ Engine::Engine() {
frames_drawn = 0;
ips = 60;
physics_jitter_fix = 0.5;
_physics_interpolation_fraction = 0.0f;
_frame_delay = 0;
_fps = 1;
_target_fps = 0;

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@ -63,6 +63,7 @@ private:
float _time_scale;
bool _pixel_snap;
uint64_t _physics_frames;
float _physics_interpolation_fraction;
uint64_t _idle_frames;
bool _in_physics;
@ -95,6 +96,7 @@ public:
bool is_in_physics_frame() const { return _in_physics; }
uint64_t get_idle_frame_ticks() const { return _frame_ticks; }
float get_idle_frame_step() const { return _frame_step; }
float get_physics_interpolation_fraction() const { return _physics_interpolation_fraction; }
void set_time_scale(float p_scale);
float get_time_scale() const;

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@ -72,6 +72,13 @@
Returns the main loop object (see [MainLoop] and [SceneTree]).
</description>
</method>
<method name="get_physics_interpolation_fraction" qualifiers="const">
<return type="float">
</return>
<description>
Returns the fraction through the current physics tick we are at the time of rendering the frame. This can be used to implement fixed timestep interpolation.
</description>
</method>
<method name="get_singleton" qualifiers="const">
<return type="Object">
</return>

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@ -1880,6 +1880,7 @@ bool Main::iteration() {
double scaled_step = step * time_scale;
Engine::get_singleton()->_frame_step = step;
Engine::get_singleton()->_physics_interpolation_fraction = advance.interpolation_fraction;
uint64_t physics_process_ticks = 0;
uint64_t idle_process_ticks = 0;

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@ -178,6 +178,10 @@ MainFrameTime MainTimerSync::advance_checked(float p_frame_slice, int p_iteratio
// track deficit
time_deficit = p_idle_step - ret.idle_step;
// p_frame_slice is 1.0 / iterations_per_sec
// i.e. the time in seconds taken by a physics tick
ret.interpolation_fraction = time_accum / p_frame_slice;
return ret;
}

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@ -36,6 +36,7 @@
struct MainFrameTime {
float idle_step; // time to advance idles for (argument to 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);
};