Use doubles for time everywhere in Timer/SceneTree

This commit is contained in:
Aaron Franke 2021-05-21 01:23:35 -04:00
parent 0c68ccecda
commit 4ecb6fba80
No known key found for this signature in database
GPG Key ID: 40A1750B977E56BF
13 changed files with 68 additions and 68 deletions

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@ -66,7 +66,7 @@ void MainLoop::initialize() {
}
}
bool MainLoop::physics_process(float p_time) {
bool MainLoop::physics_process(double p_time) {
if (get_script_instance()) {
return get_script_instance()->call("_physics_process", p_time);
}
@ -74,7 +74,7 @@ bool MainLoop::physics_process(float p_time) {
return false;
}
bool MainLoop::process(float p_time) {
bool MainLoop::process(double p_time) {
if (get_script_instance()) {
return get_script_instance()->call("_process", p_time);
}

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@ -60,8 +60,8 @@ public:
};
virtual void initialize();
virtual bool physics_process(float p_time);
virtual bool process(float p_time);
virtual bool physics_process(double p_time);
virtual bool process(double p_time);
virtual void finalize();
void set_initialize_script(const Ref<Script> &p_initialize_script);

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@ -30,7 +30,7 @@
#include "main_timer_sync.h"
void MainFrameTime::clamp_process_step(float min_process_step, float max_process_step) {
void MainFrameTime::clamp_process_step(double min_process_step, double max_process_step) {
if (process_step < min_process_step) {
process_step = min_process_step;
} else if (process_step > max_process_step) {
@ -43,25 +43,25 @@ void MainFrameTime::clamp_process_step(float min_process_step, float max_process
// 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 MainTimerSync::get_physics_jitter_fix() {
double MainTimerSync::get_physics_jitter_fix() {
return Engine::get_singleton()->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 MainTimerSync::get_average_physics_steps(float &p_min, float &p_max) {
int MainTimerSync::get_average_physics_steps(double &p_min, double &p_max) {
p_min = typical_physics_steps[0];
p_max = p_min + 1;
for (int i = 1; i < CONTROL_STEPS; ++i) {
const float typical_lower = typical_physics_steps[i];
const float current_min = typical_lower / (i + 1);
const double typical_lower = typical_physics_steps[i];
const double current_min = typical_lower / (i + 1);
if (current_min > p_max) {
return i; // bail out of further restrictions would void the interval
} else if (current_min > p_min) {
p_min = current_min;
}
const float current_max = (typical_lower + 1) / (i + 1);
const double current_max = (typical_lower + 1) / (i + 1);
if (current_max < p_min) {
return i;
} else if (current_max < p_max) {
@ -73,7 +73,7 @@ int MainTimerSync::get_average_physics_steps(float &p_min, float &p_max) {
}
// advance physics clock by p_process_step, return appropriate number of steps to simulate
MainFrameTime MainTimerSync::advance_core(float p_physics_step, int p_physics_fps, float p_process_step) {
MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_fps, double p_process_step) {
MainFrameTime ret;
ret.process_step = p_process_step;
@ -146,7 +146,7 @@ MainFrameTime MainTimerSync::advance_core(float p_physics_step, int p_physics_fp
}
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
MainFrameTime MainTimerSync::advance_checked(float p_physics_step, int p_physics_fps, float p_process_step) {
MainFrameTime MainTimerSync::advance_checked(double p_physics_step, int p_physics_fps, double p_process_step) {
if (fixed_fps != -1) {
p_process_step = 1.0 / fixed_fps;
}
@ -163,7 +163,7 @@ MainFrameTime MainTimerSync::advance_checked(float p_physics_step, int p_physics
// first, least important clamping: keep ret.process_step consistent with typical_physics_steps.
// this smoothes out the process steps and culls small but quick variations.
{
float min_average_physics_steps, max_average_physics_steps;
double min_average_physics_steps, max_average_physics_steps;
int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps);
if (consistent_steps > 3) {
ret.clamp_process_step(min_average_physics_steps * p_physics_step, max_average_physics_steps * p_physics_step);
@ -171,7 +171,7 @@ MainFrameTime MainTimerSync::advance_checked(float p_physics_step, int p_physics
}
// second clamping: keep abs(time_deficit) < jitter_fix * frame_slise
float max_clock_deviation = get_physics_jitter_fix() * p_physics_step;
double max_clock_deviation = get_physics_jitter_fix() * p_physics_step;
ret.clamp_process_step(p_process_step - max_clock_deviation, p_process_step + max_clock_deviation);
// last clamping: make sure time_accum is between 0 and p_physics_step for consistency between physics and process
@ -191,7 +191,7 @@ MainFrameTime MainTimerSync::advance_checked(float p_physics_step, int p_physics
}
// determine wall clock step since last iteration
float MainTimerSync::get_cpu_process_step() {
double MainTimerSync::get_cpu_process_step() {
uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
last_cpu_ticks_usec = current_cpu_ticks_usec;
@ -220,8 +220,8 @@ void MainTimerSync::set_fixed_fps(int p_fixed_fps) {
}
// advance one physics frame, return timesteps to take
MainFrameTime MainTimerSync::advance(float p_physics_step, int p_physics_fps) {
float cpu_process_step = get_cpu_process_step();
MainFrameTime MainTimerSync::advance(double p_physics_step, int p_physics_fps) {
double cpu_process_step = get_cpu_process_step();
return advance_checked(p_physics_step, p_physics_fps, cpu_process_step);
}

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@ -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

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@ -77,7 +77,7 @@ void Performance::_bind_methods() {
BIND_ENUM_CONSTANT(MONITOR_MAX);
}
float Performance::_get_node_count() const {
int Performance::_get_node_count() const {
MainLoop *ml = OS::get_singleton()->get_main_loop();
SceneTree *sml = Object::cast_to<SceneTree>(ml);
if (!sml) {
@ -118,7 +118,7 @@ String Performance::get_monitor_name(Monitor p_monitor) const {
return names[p_monitor];
}
float Performance::get_monitor(Monitor p_monitor) const {
double Performance::get_monitor(Monitor p_monitor) const {
switch (p_monitor) {
case TIME_FPS:
return Engine::get_singleton()->get_frames_per_second();
@ -207,11 +207,11 @@ Performance::MonitorType Performance::get_monitor_type(Monitor p_monitor) const
return types[p_monitor];
}
void Performance::set_process_time(float p_pt) {
void Performance::set_process_time(double p_pt) {
_process_time = p_pt;
}
void Performance::set_physics_process_time(float p_pt) {
void Performance::set_physics_process_time(double p_pt) {
_physics_process_time = p_pt;
}

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@ -43,10 +43,10 @@ class Performance : public Object {
static Performance *singleton;
static void _bind_methods();
float _get_node_count() const;
int _get_node_count() const;
float _process_time;
float _physics_process_time;
double _process_time;
double _physics_process_time;
class MonitorCall {
Callable _callable;
@ -96,13 +96,13 @@ public:
MONITOR_TYPE_TIME
};
float get_monitor(Monitor p_monitor) const;
double get_monitor(Monitor p_monitor) const;
String get_monitor_name(Monitor p_monitor) const;
MonitorType get_monitor_type(Monitor p_monitor) const;
void set_process_time(float p_pt);
void set_physics_process_time(float p_pt);
void set_process_time(double p_pt);
void set_physics_process_time(double p_pt);
void add_custom_monitor(const StringName &p_id, const Callable &p_callable, const Vector<Variant> &p_args);
void remove_custom_monitor(const StringName &p_id);

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@ -66,11 +66,11 @@ void SceneTreeTimer::_bind_methods() {
ADD_SIGNAL(MethodInfo("timeout"));
}
void SceneTreeTimer::set_time_left(float p_time) {
void SceneTreeTimer::set_time_left(double p_time) {
time_left = p_time;
}
float SceneTreeTimer::get_time_left() const {
double SceneTreeTimer::get_time_left() const {
return time_left;
}
@ -403,7 +403,7 @@ void SceneTree::initialize() {
MainLoop::initialize();
}
bool SceneTree::physics_process(float p_time) {
bool SceneTree::physics_process(double p_time) {
root_lock++;
current_frame++;
@ -432,7 +432,7 @@ bool SceneTree::physics_process(float p_time) {
return _quit;
}
bool SceneTree::process(float p_time) {
bool SceneTree::process(double p_time) {
root_lock++;
MainLoop::process(p_time);
@ -474,7 +474,7 @@ bool SceneTree::process(float p_time) {
continue;
}
float time_left = E->get()->get_time_left();
double time_left = E->get()->get_time_left();
if (E->get()->is_ignore_time_scale()) {
time_left -= Engine::get_singleton()->get_process_step();
} else {
@ -1124,7 +1124,7 @@ void SceneTree::add_current_scene(Node *p_current) {
root->add_child(p_current);
}
Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_always) {
Ref<SceneTreeTimer> SceneTree::create_timer(double p_delay_sec, bool p_process_always) {
Ref<SceneTreeTimer> stt;
stt.instantiate();
stt->set_process_always(p_process_always);

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@ -52,7 +52,7 @@ class Tween;
class SceneTreeTimer : public RefCounted {
GDCLASS(SceneTreeTimer, RefCounted);
float time_left = 0.0;
double time_left = 0.0;
bool process_always = true;
bool ignore_time_scale = false;
@ -60,8 +60,8 @@ protected:
static void _bind_methods();
public:
void set_time_left(float p_time);
float get_time_left() const;
void set_time_left(double p_time);
double get_time_left() const;
void set_process_always(bool p_process_always);
bool is_process_always();
@ -91,8 +91,8 @@ private:
Window *root = nullptr;
uint64_t tree_version = 1;
float physics_process_time = 1.0;
float process_time = 1.0;
double physics_process_time = 1.0;
double process_time = 1.0;
bool accept_quit = true;
bool quit_on_go_back = true;
@ -237,8 +237,8 @@ public:
virtual void initialize() override;
virtual bool physics_process(float p_time) override;
virtual bool process(float p_time) override;
virtual bool physics_process(double p_time) override;
virtual bool process(double p_time) override;
virtual void finalize() override;
@ -247,8 +247,8 @@ public:
void quit(int p_exit_code = EXIT_SUCCESS);
_FORCE_INLINE_ float get_physics_process_time() const { return physics_process_time; }
_FORCE_INLINE_ float get_process_time() const { return process_time; }
_FORCE_INLINE_ double get_physics_process_time() const { return physics_process_time; }
_FORCE_INLINE_ double get_process_time() const { return process_time; }
#ifdef TOOLS_ENABLED
bool is_node_being_edited(const Node *p_node) const;
@ -317,7 +317,7 @@ public:
Error change_scene_to(const Ref<PackedScene> &p_scene);
Error reload_current_scene();
Ref<SceneTreeTimer> create_timer(float p_delay_sec, bool p_process_always = true);
Ref<SceneTreeTimer> create_timer(double p_delay_sec, bool p_process_always = true);
Ref<Tween> create_tween();
Array get_processed_tweens();

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@ -81,12 +81,12 @@ void Timer::_notification(int p_what) {
}
}
void Timer::set_wait_time(float p_time) {
void Timer::set_wait_time(double p_time) {
ERR_FAIL_COND_MSG(p_time <= 0, "Time should be greater than zero.");
wait_time = p_time;
}
float Timer::get_wait_time() const {
double Timer::get_wait_time() const {
return wait_time;
}
@ -106,7 +106,7 @@ bool Timer::has_autostart() const {
return autostart;
}
void Timer::start(float p_time) {
void Timer::start(double p_time) {
ERR_FAIL_COND_MSG(!is_inside_tree(), "Timer was not added to the SceneTree. Either add it or set autostart to true.");
if (p_time > 0) {
@ -139,7 +139,7 @@ bool Timer::is_stopped() const {
return get_time_left() <= 0;
}
float Timer::get_time_left() const {
double Timer::get_time_left() const {
return time_left > 0 ? time_left : 0;
}

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@ -36,7 +36,7 @@
class Timer : public Node {
GDCLASS(Timer, Node);
float wait_time = 1.0;
double wait_time = 1.0;
bool one_shot = false;
bool autostart = false;
bool processing = false;
@ -54,8 +54,8 @@ public:
TIMER_PROCESS_IDLE,
};
void set_wait_time(float p_time);
float get_wait_time() const;
void set_wait_time(double p_time);
double get_wait_time() const;
void set_one_shot(bool p_one_shot);
bool is_one_shot() const;
@ -63,7 +63,7 @@ public:
void set_autostart(bool p_start);
bool has_autostart() const;
void start(float p_time = -1);
void start(double p_time = -1);
void stop();
void set_paused(bool p_paused);
@ -71,7 +71,7 @@ public:
bool is_stopped() const;
float get_time_left() const;
double get_time_left() const;
void set_timer_process_callback(TimerProcessCallback p_callback);
TimerProcessCallback get_timer_process_callback() const;

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@ -386,7 +386,7 @@ public:
//_add_plane(Vector2(-1,0).normalized(),-600);
}
virtual bool process(float p_time) override {
virtual bool process(double p_time) override {
return false;
}
virtual void finalize() override {

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@ -313,7 +313,7 @@ public:
test_fall();
quit = false;
}
virtual bool physics_process(float p_time) override {
virtual bool physics_process(double p_time) override {
if (mover.is_valid()) {
static real_t joy_speed = 10;
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
@ -399,7 +399,7 @@ public:
create_static_plane(Plane(Vector3(0, 1, 0), -1));
}
virtual bool process(float p_time) override {
virtual bool process(double p_time) override {
return false;
}

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@ -199,7 +199,7 @@ public:
ofs = 0;
quit = false;
}
virtual bool iteration(float p_time) {
virtual bool iteration(double p_time) {
RenderingServer *vs = RenderingServer::get_singleton();
//Transform3D t;
//t.rotate(Vector3(0, 1, 0), ofs);
@ -223,7 +223,7 @@ public:
return quit;
}
virtual bool idle(float p_time) {
virtual bool idle(double p_time) {
return quit;
}