WIP: Migrating to node3ds

This commit is contained in:
Nikolai Rodionov 2025-02-09 23:24:57 +01:00
parent 212a40081d
commit f9a260e3ab
Signed by: allanger
GPG Key ID: 09F8B434D0FDD99B

View File

@ -5,7 +5,7 @@ class_name CharacterWrapper
@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 interpolation_delay: float = 0.01 # 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, rotation))
@ -54,38 +54,11 @@ func _physics_process(delta: float) -> void:
# 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
#func _physics_process(delta: float) -> void:
##if not is_on_floor():
##velocity += get_gravity() * delta
##global_position = owner_placeholder.global_position
#
#var server_pos = owner_placeholder.global_transform.origin
#var server_velocity = (server_pos - previous_server_pos) / delta
#
#if server_velocity.length() < 0.1:
#velocity = Vector3.ZERO # Stop predicting movement when nearly still
#var distance_to_server = global_transform.origin.distance_to(server_pos)
#if distance_to_server > snap_threshold:
## If the desync is too large, quickly correct it
#global_transform.origin = server_pos
#else:
## Otherwise, smoothly adjust position
#global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
#
#global_transform.origin += velocity * velocity_influence * delta
## Update stored velocity
#velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
#previous_server_pos = server_pos
##velocity = owner_placeholder.velocity
##global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
##global_transform.origin += velocity * velocity_influence * delta
##velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
#move_and_slide()
# Set the owner placeholder, so the characters can send the requests to a node
# it depends on
func set_owner_placeholder(owner_placeholder: Node3D):