killbox/scenes_old_2/characters/character_wrapper.gd
2025-02-18 13:30:48 +01:00

91 lines
3.4 KiB
GDScript

extends Marker3D
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, 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 & 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
):
position_buffer.pop_front()
# Get current client position
var client_pos = global_transform.origin
# 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
# 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]
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
# Set the owner placeholder, so the characters can send the requests to a node
# it depends on
func set_owner_placeholder(owner_placeholder: Node3D):
owner_placeholder = owner_placeholder
func die():
push_warning("TODO: Implement ragdoll kind of dying and respawn character as an object")
queue_free()
func _on_area_body_part_hit(damage: int) -> void:
# The owner node should be aware of how to take damage, so we need to
# pass the value.
if owner_placeholder:
if owner_placeholder.has_method("take_damage"):
owner_placeholder.take_damage(damage)
else:
push_warning("Node doesn't know how to take the damage")
func is_vector_a_lower_than_b(vec_a: Vector3, vec_b: Vector3) -> bool:
return vec_a.x < vec_b.x and vec_a.y < vec_b.y and vec_a.z < vec_b.z