Unit X3DTime

Description

X3D time.

Source: scene/x3dtime.pas (line 17).

Uses

Overview

Classes, Interfaces, Objects and Records

Name Description
Record TX3DTime Complete timestamp for X3D events.

Types

PX3DTime = ˆTX3DTime;
TFloatTime = CastleTimeUtils.TFloatTime;
TX3DTimeList = specialize TStructList<TX3DTime>;

Constants

OldestX3DTime: TX3DTime = (Seconds: OldestTime; PlusTicks: 0) deprecated 'use TX3DTime.Oldest';

Description

Types

PX3DTime = ˆTX3DTime;

This item has no description.

Source: scene/x3dtime.pas (line 84).

TFloatTime = CastleTimeUtils.TFloatTime;

Time in seconds. This is used throughout my engine to represent time as a floating-point value with good accuracy in seconds.

Using the "double" precision (not just "single") is good to guarantee good accuracy. It is also the precision required for storing time in X3D. See also: https://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/ https://twitter.com/ID_AA_Carmack/status/418158611664097280

To test that "single" is not enough, open some animation in castle-model-viewer, and change "on display" time pass to 1000. It goes even better if AutoRedisplay is False, and LimitFps is 0.0, and model is still for some time — then we do many OnUpdate calls with very small SecondsPassed values.

Source: scene/x3dtime.pas (line 86).

TX3DTimeList = specialize TStructList<TX3DTime>;

This item has no description.

Source: scene/x3dtime.pas (line 93).

Constants

OldestX3DTime: TX3DTime = (Seconds: OldestTime; PlusTicks: 0) deprecated 'use TX3DTime.Oldest';

Warning: this symbol is deprecated: use TX3DTime.Oldest

This item has no description.

Source: scene/x3dtime.pas (line 89).


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