Used config for a lot of things
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@@ -1,35 +1,15 @@
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#include "Systems/InterpolationSystem.h"
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//void InterpolationSystem::UpdateComponent(World * world, ComponentWrapper & transform, double dt)
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//{
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// if (m_InterpolationPoints[transform.EntityID].size() > 0) {
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// Transform& sTransform = m_InterpolationPoints[transform.EntityID].front();
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// sTransform.interpolationTime += dt;
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// if (sTransform.interpolationTime > 0.05) {
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// double time = std::fmod(sTransform.interpolationTime, 0.05f);
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// m_InterpolationPoints[transform.EntityID].pop();
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// if (m_InterpolationPoints[transform.EntityID].size() <= 0) {
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// return;
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// }
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// sTransform = m_InterpolationPoints[transform.EntityID].front();
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// sTransform.interpolationTime = time;
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// }
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// glm::vec3 nextPosition = sTransform.Position;
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// glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
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// transform["Position"] = vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
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// }
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//}
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void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt)
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{
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if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
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m_NextTransform[transform.EntityID].interpolationTime += dt;
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Transform sTransform = m_NextTransform[transform.EntityID];
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double time = sTransform.interpolationTime;
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if (time > SNAPSHOTINTERVAL) {
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if (time > m_SnapshotInterval) {
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if (m_LastReceivedTransform.find(transform.EntityID) != m_LastReceivedTransform.end()) {
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m_NextTransform[transform.EntityID] = m_LastReceivedTransform[transform.EntityID];
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m_NextTransform[transform.EntityID].interpolationTime = time - SNAPSHOTINTERVAL;
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m_NextTransform[transform.EntityID].interpolationTime = time - m_SnapshotInterval;
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sTransform = m_NextTransform[transform.EntityID];
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m_LastReceivedTransform.erase(transform.EntityID);
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} else {
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@@ -44,7 +24,7 @@ void InterpolationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrappe
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// Orientation
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glm::quat nextOrientation = sTransform.Orientation;
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glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
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(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / SNAPSHOTINTERVAL));
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(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / m_SnapshotInterval));
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// Scale
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glm::vec3 nextScale = sTransform.Scale;
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glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
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@@ -72,15 +52,5 @@ bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
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} else { // Did not
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m_NextTransform[e.Entity] = transform;
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}
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// Check if queue already exists
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//if (m_InterpolationPoints.find(e.Entity) != m_InterpolationPoints.end()) { // Did exist, push to queue
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// m_InterpolationPoints[e.Entity].push(transform);
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//}
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//else { // Did not exist, create queue
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// std::queue<Transform> transformQueue;
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// transformQueue.push(transform);
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// m_InterpolationPoints[e.Entity] = transformQueue;
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//}
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return false;
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}
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