From 212a40081d6b57d5d733b0ccad755d53c5029b7c Mon Sep 17 00:00:00 2001 From: Nikolai Rodionov Date: Sun, 9 Feb 2025 23:18:41 +0100 Subject: [PATCH] WIP: Migrating to node3ds --- godot/scenes/characters/character_wrapper.gd | 19 ++++++++++++++----- 1 file changed, 14 insertions(+), 5 deletions(-) diff --git a/godot/scenes/characters/character_wrapper.gd b/godot/scenes/characters/character_wrapper.gd index 9713c5a..25bf819 100644 --- a/godot/scenes/characters/character_wrapper.gd +++ b/godot/scenes/characters/character_wrapper.gd @@ -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