forked from LeenkxTeam/LNXSDK
85 lines
2.1 KiB
Haxe
85 lines
2.1 KiB
Haxe
package iron.system;
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class Time {
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public static var scale = 1.0;
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// TODO: VR Frame Time Override - used to sync physics with VR headset refresh rate
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#if lnx_vr
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public static var vrFrameTime: Float = -1.0; // VR frame time in seconds (-1 = not in VR)
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static var lastVRFrameTime: Float = 0.0;
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static var vrFrameCount: Int = 0;
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static var normalModeLogged: Bool = false;
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#end
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static var frequency: Null<Int> = null;
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static function initFrequency() {
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frequency = kha.Display.primary != null ? kha.Display.primary.frequency : 60;
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}
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public static var step(get, never): Float;
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static function get_step(): Float {
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if (frequency == null) initFrequency();
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return 1 / frequency;
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}
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static var _fixedStep: Null<Float> = 1/60;
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public static var fixedStep(get, never): Float;
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static function get_fixedStep(): Float {
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return _fixedStep;
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}
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public static function initFixedStep(value: Float = 1 / 60) {
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_fixedStep = value;
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}
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static var lastTime = 0.0;
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static var _delta = 0.0;
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public static var delta(get, never): Float;
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static function get_delta(): Float {
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return _delta;
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}
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static var lastRenderTime = 0.0;
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static var _renderDelta = 0.0;
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public static var renderDelta(get, never): Float;
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static function get_renderDelta(): Float {
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return _renderDelta;
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}
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public static inline function time(): Float {
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return kha.Scheduler.time() * scale;
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}
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public static inline function realTime(): Float {
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return kha.Scheduler.realTime() * scale;
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}
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public static function update() {
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#if lnx_vr
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// TODO: use VR frame time when in VR present mode to sync physics with headset refresh
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if (vrFrameTime >= 0.0) {
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if (lastVRFrameTime > 0.0) {
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_delta = vrFrameTime - lastVRFrameTime;
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} else {
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_delta = 1.0 / 90.0; // Default to 90Hz for first VR frame
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}
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lastVRFrameTime = vrFrameTime;
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return;
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} else {
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if (!normalModeLogged) {
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normalModeLogged = true;
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}
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}
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#end
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_delta = realTime() - lastTime;
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lastTime = realTime();
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}
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public static function render() {
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_renderDelta = realTime() - lastRenderTime;
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lastRenderTime = realTime();
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}
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}
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