My Project
Client
trunk
ParaEngineClient
util
Tick.h
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#pragma once
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namespace
ParaEngine
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{
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class
Tick
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{
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public
:
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Tick
();
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Tick
(
float
fInterval);
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void
SetFPS(
float
fFPS);
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/* in seconds */
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void
SetInterval(
float
fInterval);
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/* in seconds */
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float
GetInverval()
const
;
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/* check to see if we should tick. For example, some function may be called with deltaTime in 30fps,
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however, we only want to process at 20FPS, such as physics, we can use this function is easily limit function calling rate.
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@param deltaTime: delta time in seconds, since last call
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*/
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bool
IsTick(
float
deltaTime);
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protected
:
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float
m_fElapsedTime;
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float
m_invervalSeconds;
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};
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}
ParaEngine
different physics engine has different winding order.
Definition:
EventBinding.h:32
ParaEngine::Tick
Check to see if it is a tick.
Definition:
Tick.h:5
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