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Rename iterations_per_second to physics_ticks_per_second
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
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@@ -73,14 +73,14 @@ int MainTimerSync::get_average_physics_steps(double &p_min, double &p_max) {
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}
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// advance physics clock by p_process_step, return appropriate number of steps to simulate
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MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_fps, double p_process_step) {
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MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_ticks_per_second, double p_process_step) {
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MainFrameTime ret;
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ret.process_step = p_process_step;
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// simple determination of number of physics iteration
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time_accum += ret.process_step;
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ret.physics_steps = floor(time_accum * p_physics_fps);
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ret.physics_steps = floor(time_accum * p_physics_ticks_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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@@ -107,7 +107,7 @@ MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_f
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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_physics_fps + get_physics_jitter_fix());
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const int max_possible_steps = floor((time_accum)*p_physics_ticks_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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@@ -115,7 +115,7 @@ MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_f
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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_physics_fps - get_physics_jitter_fix());
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const int min_possible_steps = floor((time_accum)*p_physics_ticks_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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@@ -146,7 +146,7 @@ MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_f
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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(double p_physics_step, int p_physics_fps, double p_process_step) {
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MainFrameTime MainTimerSync::advance_checked(double p_physics_step, int p_physics_ticks_per_second, double p_process_step) {
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if (fixed_fps != -1) {
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p_process_step = 1.0 / fixed_fps;
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}
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@@ -154,7 +154,7 @@ MainFrameTime MainTimerSync::advance_checked(double p_physics_step, int p_physic
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// compensate for last deficit
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p_process_step += time_deficit;
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MainFrameTime ret = advance_core(p_physics_step, p_physics_fps, p_process_step);
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MainFrameTime ret = advance_core(p_physics_step, p_physics_ticks_per_second, p_process_step);
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// we will do some clamping on ret.process_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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@@ -220,8 +220,8 @@ void MainTimerSync::set_fixed_fps(int p_fixed_fps) {
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}
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// advance one physics frame, return timesteps to take
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MainFrameTime MainTimerSync::advance(double p_physics_step, int p_physics_fps) {
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MainFrameTime MainTimerSync::advance(double p_physics_step, int p_physics_ticks_per_second) {
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double cpu_process_step = get_cpu_process_step();
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return advance_checked(p_physics_step, p_physics_fps, cpu_process_step);
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return advance_checked(p_physics_step, p_physics_ticks_per_second, cpu_process_step);
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}
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