delta time as double
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@ -293,7 +293,7 @@ void StaticBody2D::_notification(int p_what) {
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// Used by sync to physics, send the new transform to the physics...
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Transform2D new_transform = get_global_transform();
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real_t delta_time = get_physics_process_delta_time();
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double delta_time = get_physics_process_delta_time();
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new_transform.translate(constant_linear_velocity * delta_time);
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new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
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@ -316,7 +316,7 @@ void StaticBody2D::_notification(int p_what) {
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Transform2D new_transform = get_global_transform();
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real_t delta_time = get_physics_process_delta_time();
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double delta_time = get_physics_process_delta_time();
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new_transform.translate(constant_linear_velocity * delta_time);
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new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time);
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@ -1045,7 +1045,7 @@ void RigidBody2D::_reload_physics_characteristics() {
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bool CharacterBody2D::move_and_slide() {
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
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float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
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double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
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Vector2 current_platform_velocity = platform_velocity;
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@ -1095,7 +1095,7 @@ bool CharacterBody2D::move_and_slide() {
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return motion_results.size() > 0;
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}
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void CharacterBody2D::_move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) {
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void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) {
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Vector2 motion = linear_velocity * p_delta;
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Vector2 motion_slide_up = motion.slide(up_direction);
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@ -1239,7 +1239,7 @@ void CharacterBody2D::_move_and_slide_grounded(real_t p_delta, bool p_was_on_flo
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}
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}
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void CharacterBody2D::_move_and_slide_free(real_t p_delta) {
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void CharacterBody2D::_move_and_slide_free(double p_delta) {
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Vector2 motion = linear_velocity * p_delta;
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platform_rid = RID();
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@ -356,8 +356,8 @@ private:
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void set_motion_mode(MotionMode p_mode);
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MotionMode get_motion_mode() const;
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void _move_and_slide_free(real_t p_delta);
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void _move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity);
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void _move_and_slide_free(double p_delta);
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void _move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity);
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Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
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Ref<KinematicCollision2D> _get_last_slide_collision();
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@ -347,7 +347,7 @@ void StaticBody3D::_notification(int p_what) {
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// Used by sync to physics, send the new transform to the physics...
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Transform3D new_transform = get_global_transform();
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real_t delta_time = get_physics_process_delta_time();
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double delta_time = get_physics_process_delta_time();
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new_transform.origin += constant_linear_velocity * delta_time;
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real_t ang_vel = constant_angular_velocity.length();
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@ -378,7 +378,7 @@ void StaticBody3D::_notification(int p_what) {
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Transform3D new_transform = get_global_transform();
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real_t delta_time = get_physics_process_delta_time();
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double delta_time = get_physics_process_delta_time();
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new_transform.origin += constant_linear_velocity * delta_time;
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real_t ang_vel = constant_angular_velocity.length();
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@ -1083,7 +1083,7 @@ bool CharacterBody3D::move_and_slide() {
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bool was_on_floor = on_floor;
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// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
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float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
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double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
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for (int i = 0; i < 3; i++) {
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if (locked_axis & (1 << i)) {
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