WIP: Migrating to node3ds
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@ -5,7 +5,7 @@ class_name CharacterWrapper
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@export var owner_placeholder: CharacterBody3D = null
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@export var server_node: Node3D # The real synced node from the server
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@export var interpolation_delay: float = 0.1 # Stay 100ms behind for smooth interpolation
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@export var interpolation_delay: float = 0.01 # Stay 100ms behind for smooth interpolation
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@export var snap_threshold: float = 2.0 # If desync is larger than this, snap instantly
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var position_buffer = [] # Stores past positions (tuples of (timestamp, position, rotation))
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@ -54,38 +54,11 @@ func _physics_process(delta: float) -> void:
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# Interpolate rotation using slerp
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var interpolated_rot = prev_point[2].slerp(next_point[2], alpha)
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global_transform.basis = Basis(interpolated_rot)
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func _ready() -> void:
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set_multiplayer_authority(multiplayer.get_unique_id())
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global_position = owner_placeholder.global_position
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#func _physics_process(delta: float) -> void:
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##if not is_on_floor():
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##velocity += get_gravity() * delta
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##global_position = owner_placeholder.global_position
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#
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#var server_pos = owner_placeholder.global_transform.origin
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#var server_velocity = (server_pos - previous_server_pos) / delta
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#
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#if server_velocity.length() < 0.1:
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#velocity = Vector3.ZERO # Stop predicting movement when nearly still
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#var distance_to_server = global_transform.origin.distance_to(server_pos)
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#if distance_to_server > snap_threshold:
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## If the desync is too large, quickly correct it
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#global_transform.origin = server_pos
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#else:
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## Otherwise, smoothly adjust position
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#global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
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#
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#global_transform.origin += velocity * velocity_influence * delta
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## Update stored velocity
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#velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
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#previous_server_pos = server_pos
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##velocity = owner_placeholder.velocity
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##global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
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##global_transform.origin += velocity * velocity_influence * delta
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##velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
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#move_and_slide()
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# Set the owner placeholder, so the characters can send the requests to a node
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# it depends on
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func set_owner_placeholder(owner_placeholder: Node3D):
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