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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

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.
This commit is contained in:
Hugo Locurcio
2021-08-11 02:35:16 +02:00
parent 18bd0fee5a
commit 937c1a716c
11 changed files with 46 additions and 46 deletions

View File

@@ -73,14 +73,14 @@ int MainTimerSync::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 MainTimerSync::advance_core(double p_physics_step, int p_physics_fps, double p_process_step) {
MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_ticks_per_second, double p_process_step) {
MainFrameTime ret;
ret.process_step = p_process_step;
// simple determination of number of physics iteration
time_accum += ret.process_step;
ret.physics_steps = floor(time_accum * p_physics_fps);
ret.physics_steps = floor(time_accum * p_physics_ticks_per_second);
int min_typical_steps = typical_physics_steps[0];
int max_typical_steps = min_typical_steps + 1;
@@ -107,7 +107,7 @@ MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_f
// try to keep it consistent with previous iterations
if (ret.physics_steps < min_typical_steps) {
const int max_possible_steps = floor((time_accum)*p_physics_fps + get_physics_jitter_fix());
const int max_possible_steps = floor((time_accum)*p_physics_ticks_per_second + get_physics_jitter_fix());
if (max_possible_steps < min_typical_steps) {
ret.physics_steps = max_possible_steps;
update_typical = true;
@@ -115,7 +115,7 @@ MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_f
ret.physics_steps = min_typical_steps;
}
} else if (ret.physics_steps > max_typical_steps) {
const int min_possible_steps = floor((time_accum)*p_physics_fps - get_physics_jitter_fix());
const int min_possible_steps = floor((time_accum)*p_physics_ticks_per_second - get_physics_jitter_fix());
if (min_possible_steps > max_typical_steps) {
ret.physics_steps = min_possible_steps;
update_typical = true;
@@ -146,7 +146,7 @@ MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_f
}
// 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(double p_physics_step, int p_physics_fps, double p_process_step) {
MainFrameTime MainTimerSync::advance_checked(double p_physics_step, int p_physics_ticks_per_second, double p_process_step) {
if (fixed_fps != -1) {
p_process_step = 1.0 / fixed_fps;
}
@@ -154,7 +154,7 @@ MainFrameTime MainTimerSync::advance_checked(double p_physics_step, int p_physic
// compensate for last deficit
p_process_step += time_deficit;
MainFrameTime ret = advance_core(p_physics_step, p_physics_fps, p_process_step);
MainFrameTime ret = advance_core(p_physics_step, p_physics_ticks_per_second, p_process_step);
// we will do some clamping on ret.process_step and need to sync those changes to time_accum,
// that's easiest if we just remember their fixed difference now
@@ -220,8 +220,8 @@ void MainTimerSync::set_fixed_fps(int p_fixed_fps) {
}
// advance one physics frame, return timesteps to take
MainFrameTime MainTimerSync::advance(double p_physics_step, int p_physics_fps) {
MainFrameTime MainTimerSync::advance(double p_physics_step, int p_physics_ticks_per_second) {
double cpu_process_step = get_cpu_process_step();
return advance_checked(p_physics_step, p_physics_fps, cpu_process_step);
return advance_checked(p_physics_step, p_physics_ticks_per_second, cpu_process_step);
}