delta time as double

This commit is contained in:
fabriceci 2021-08-31 14:32:56 +02:00
parent 7ab78c4cad
commit f9d548627d
3 changed files with 10 additions and 10 deletions

View File

@ -293,7 +293,7 @@ void StaticBody2D::_notification(int p_what) {
// Used by sync to physics, send the new transform to the physics...
Transform2D new_transform = get_global_transform();
real_t delta_time = get_physics_process_delta_time();
double delta_time = get_physics_process_delta_time();
new_transform.translate(constant_linear_velocity * delta_time);
new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
@ -316,7 +316,7 @@ void StaticBody2D::_notification(int p_what) {
Transform2D new_transform = get_global_transform();
real_t delta_time = get_physics_process_delta_time();
double delta_time = get_physics_process_delta_time();
new_transform.translate(constant_linear_velocity * delta_time);
new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
@ -1045,7 +1045,7 @@ void RigidBody2D::_reload_physics_characteristics() {
bool CharacterBody2D::move_and_slide() {
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
Vector2 current_platform_velocity = platform_velocity;
@ -1095,7 +1095,7 @@ bool CharacterBody2D::move_and_slide() {
return motion_results.size() > 0;
}
void CharacterBody2D::_move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) {
void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) {
Vector2 motion = linear_velocity * p_delta;
Vector2 motion_slide_up = motion.slide(up_direction);
@ -1239,7 +1239,7 @@ void CharacterBody2D::_move_and_slide_grounded(real_t p_delta, bool p_was_on_flo
}
}
void CharacterBody2D::_move_and_slide_free(real_t p_delta) {
void CharacterBody2D::_move_and_slide_free(double p_delta) {
Vector2 motion = linear_velocity * p_delta;
platform_rid = RID();

View File

@ -356,8 +356,8 @@ private:
void set_motion_mode(MotionMode p_mode);
MotionMode get_motion_mode() const;
void _move_and_slide_free(real_t p_delta);
void _move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity);
void _move_and_slide_free(double p_delta);
void _move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity);
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision2D> _get_last_slide_collision();

View File

@ -347,7 +347,7 @@ void StaticBody3D::_notification(int p_what) {
// Used by sync to physics, send the new transform to the physics...
Transform3D new_transform = get_global_transform();
real_t delta_time = get_physics_process_delta_time();
double delta_time = get_physics_process_delta_time();
new_transform.origin += constant_linear_velocity * delta_time;
real_t ang_vel = constant_angular_velocity.length();
@ -378,7 +378,7 @@ void StaticBody3D::_notification(int p_what) {
Transform3D new_transform = get_global_transform();
real_t delta_time = get_physics_process_delta_time();
double delta_time = get_physics_process_delta_time();
new_transform.origin += constant_linear_velocity * delta_time;
real_t ang_vel = constant_angular_velocity.length();
@ -1083,7 +1083,7 @@ bool CharacterBody3D::move_and_slide() {
bool was_on_floor = on_floor;
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {