WIP: Migrating to node3ds

This commit is contained in:
Nikolai Rodionov 2025-02-09 23:18:41 +01:00
parent 9991b3891f
commit 212a40081d
Signed by: allanger
GPG Key ID: 09F8B434D0FDD99B

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@ -4,22 +4,26 @@ class_name CharacterWrapper
@export var die_script: GDScript = null
@export var owner_placeholder: CharacterBody3D = null
@export var server_node: Node3D # The real synced node from the server
@export var interpolation_delay: float = 0.1 # Stay 100ms behind for smooth interpolation
@export var snap_threshold: float = 2.0 # If desync is larger than this, snap instantly
var position_buffer = [] # Stores past positions (tuples of (timestamp, position))
var position_buffer = [] # Stores past positions (tuples of (timestamp, position, rotation))
var previous_position: Vector3 = Vector3.ZERO
var previous_rotation: Quaternion = Quaternion.IDENTITY
var pseudo_velocity: Vector3 = Vector3.ZERO # Approximate velocity without CharacterBody3D
func _physics_process(delta: float) -> void:
var server_pos = owner_placeholder.global_transform.origin
var server_rot = owner_placeholder.global_transform.basis.get_rotation_quaternion()
# Calculate pseudo velocity (difference per second)
pseudo_velocity = (server_pos - previous_position) / delta
previous_position = server_pos # Store for next frame
previous_rotation = server_rot # Store rotation for next frame
# Store position in buffer
position_buffer.append([Time.get_ticks_msec() / 1000.0, server_pos])
# Store position & rotation in buffer
position_buffer.append([Time.get_ticks_msec() / 1000.0, server_pos, server_rot])
# Remove old positions to keep buffer clean
while position_buffer.size() > 2 and position_buffer[1][0] < (Time.get_ticks_msec() / 1000.0) - interpolation_delay:
@ -31,6 +35,7 @@ func _physics_process(delta: float) -> void:
# Check if the client is too far from the server
if client_pos.distance_to(server_pos) > snap_threshold:
global_transform.origin = server_pos # Instantly move to the correct position
global_transform.basis = Basis(server_rot) # Instantly rotate to the correct orientation
position_buffer.clear() # Reset buffer to prevent interpolation from old positions
return # Skip interpolation this frame to avoid weird blending
@ -43,8 +48,12 @@ func _physics_process(delta: float) -> void:
var alpha = (t_now - prev_point[0]) / (next_point[0] - prev_point[0])
alpha = clamp(alpha, 0.0, 1.0)
# Interpolate position
global_transform.origin = prev_point[1].lerp(next_point[1], alpha)
# Interpolate rotation using slerp
var interpolated_rot = prev_point[2].slerp(next_point[2], alpha)
global_transform.basis = Basis(interpolated_rot)
func _ready() -> void:
set_multiplayer_authority(multiplayer.get_unique_id())
global_position = owner_placeholder.global_position