From 7c761752c96f3d725a01daf3a39c0c3b2e3970df Mon Sep 17 00:00:00 2001 From: Nikolai Rodionov Date: Sun, 9 Feb 2025 22:43:37 +0100 Subject: [PATCH] WIP: Migrating to node3ds --- godot/scenes/characters/character_wrapper.gd | 24 ++++++++++++-------- 1 file changed, 15 insertions(+), 9 deletions(-) diff --git a/godot/scenes/characters/character_wrapper.gd b/godot/scenes/characters/character_wrapper.gd index 489b396..7aad8a5 100644 --- a/godot/scenes/characters/character_wrapper.gd +++ b/godot/scenes/characters/character_wrapper.gd @@ -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