WIP: Migrating to node3ds
This commit is contained in:
parent
6795fdeacd
commit
7c761752c9
@ -9,26 +9,32 @@ class_name CharacterWrapper
|
||||
@export var snap_threshold: float = 2.0 # If desync is larger than this, snap faster
|
||||
|
||||
@export var interpolation_delay: float = 0.1 # Stay 100ms behind for smooth interpolation
|
||||
var previous_server_pos: Vector3 = Vector3.ZERO
|
||||
|
||||
var position_buffer = [] # Stores past positions (tuples of (timestamp, position))
|
||||
var previous_position: Vector3 = Vector3.ZERO
|
||||
var pseudo_velocity: Vector3 = Vector3.ZERO # Approximate velocity without CharacterBody3D
|
||||
|
||||
var previous_server_pos: Vector3 = Vector3.ZERO
|
||||
|
||||
func _process(delta):
|
||||
# Record the latest server position with timestamp
|
||||
position_buffer.append([Time.get_ticks_msec() / 1000.0, owner_placeholder.global_transform.origin])
|
||||
# Remove old positions to keep buffer clean
|
||||
var server_pos = owner_placeholder.global_transform.origin
|
||||
pseudo_velocity = (server_pos - previous_position) / delta
|
||||
previous_position = server_pos # Store for next frame
|
||||
position_buffer.append([Time.get_ticks_msec() / 1000.0, server_pos])
|
||||
|
||||
|
||||
while position_buffer.size() > 2 and position_buffer[1][0] < (Time.get_ticks_msec() / 1000.0) - interpolation_delay:
|
||||
position_buffer.pop_front()
|
||||
# If we have at least 2 points, interpolate between them
|
||||
if position_buffer.size() >= 2:
|
||||
var t_now = (Time.get_ticks_msec() / 1000.0) - interpolation_delay
|
||||
var prev_point = position_buffer[0]
|
||||
var next_point = position_buffer[1]
|
||||
# Find the interpolation factor (how far we are between these two points)
|
||||
|
||||
var alpha = (t_now - prev_point[0]) / (next_point[0] - prev_point[0])
|
||||
alpha = clamp(alpha, 0.0, 1.0) # Prevent weird values
|
||||
|
||||
# Lerp between the two closest timestamps
|
||||
alpha = clamp(alpha, 0.0, 1.0)
|
||||
global_transform.origin = prev_point[1].lerp(next_point[1], alpha)
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
|
||||
func _ready() -> void:
|
||||
set_multiplayer_authority(multiplayer.get_unique_id())
|
||||
global_position = owner_placeholder.global_position
|
||||
|
Loading…
Reference in New Issue
Block a user