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// PredictedRigidbody stores a history of its rigidbody states.
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace Mirror
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{
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// inline everything because this is performance critical!
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public struct RigidbodyState : PredictedState
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{
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public double timestamp { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; [MethodImpl(MethodImplOptions.AggressiveInlining)] private set; }
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// we want to store position delta (last + delta = current), and current.
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// this way we can apply deltas on top of corrected positions to get the corrected final position.
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public Vector3 positionDelta { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; [MethodImpl(MethodImplOptions.AggressiveInlining)] set; } // delta to get from last to this position
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public Vector3 position { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; [MethodImpl(MethodImplOptions.AggressiveInlining)] set; }
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public Quaternion rotationDelta { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; [MethodImpl(MethodImplOptions.AggressiveInlining)] set; } // delta to get from last to this rotation
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public Quaternion rotation { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; [MethodImpl(MethodImplOptions.AggressiveInlining)] set; }
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public Vector3 velocityDelta { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; [MethodImpl(MethodImplOptions.AggressiveInlining)] set; } // delta to get from last to this velocity
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public Vector3 velocity { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; [MethodImpl(MethodImplOptions.AggressiveInlining)] set; }
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public Vector3 angularVelocityDelta { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; [MethodImpl(MethodImplOptions.AggressiveInlining)] set; } // delta to get from last to this velocity
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public Vector3 angularVelocity { [MethodImpl(MethodImplOptions.AggressiveInlining)] get; [MethodImpl(MethodImplOptions.AggressiveInlining)] set; }
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public RigidbodyState(
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double timestamp,
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Vector3 positionDelta,
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Vector3 position,
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Quaternion rotationDelta,
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Quaternion rotation,
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Vector3 velocityDelta,
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Vector3 velocity,
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Vector3 angularVelocityDelta,
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Vector3 angularVelocity)
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{
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this.timestamp = timestamp;
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this.positionDelta = positionDelta;
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this.position = position;
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this.rotationDelta = rotationDelta;
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this.rotation = rotation;
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this.velocityDelta = velocityDelta;
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this.velocity = velocity;
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this.angularVelocityDelta = angularVelocityDelta;
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this.angularVelocity = angularVelocity;
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}
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public static RigidbodyState Interpolate(RigidbodyState a, RigidbodyState b, float t)
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{
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return new RigidbodyState
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{
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position = Vector3.Lerp(a.position, b.position, t),
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// Quaternions always need to be normalized in order to be a valid rotation after operations
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rotation = Quaternion.Slerp(a.rotation, b.rotation, t).normalized,
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velocity = Vector3.Lerp(a.velocity, b.velocity, t),
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angularVelocity = Vector3.Lerp(a.angularVelocity, b.angularVelocity, t)
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};
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}
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}
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}
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