WIP interpolating scale and orientation

This commit is contained in:
stiffly
2016-01-19 11:42:30 +01:00
parent a6425160fd
commit 3142c701e3
2 changed files with 32 additions and 11 deletions
+11 -2
View File
@@ -5,6 +5,7 @@
#include <unordered_map>
#include <boost/shared_array.hpp>
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Common.h"
#include "Core/System.h"
@@ -12,6 +13,7 @@
#include "Network/EInterpolate.h"
#define SNAPSHOTINTERVAL 0.05f
class InterpolationSystem : public PureSystem
{
@@ -19,7 +21,7 @@ class InterpolationSystem : public PureSystem
{
glm::vec3 Position;
glm::vec3 Scale;
glm::vec3 Orientation;
glm::quat Orientation;
double interpolationTime;
};
public:
@@ -35,7 +37,14 @@ private:
//std::unordered_map<EntityID, std::queue<Transform>> m_InterpolationPoints;
std::unordered_map<EntityID, Transform> m_InterpolationPoints;
glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
template <typename T>
T vectorInterpolation(T prev, T next, double currentTime)
{
T difference = next - prev;
T vector = (difference / SNAPSHOTINTERVAL) * static_cast<float>(currentTime);
return vector;
}
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
+21 -9
View File
@@ -24,17 +24,27 @@ void InterpolationSystem::UpdateComponent(World * world, ComponentWrapper & tran
{
Transform& sTransform = m_InterpolationPoints[transform.EntityID];
sTransform.interpolationTime += dt;
// Position
glm::vec3 nextPosition = sTransform.Position;
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
(glm::vec3&)transform["Position"] += vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
(glm::vec3&)transform["Position"] += vectorInterpolation<glm::vec3>(currentPosition, nextPosition, sTransform.interpolationTime);
// Orientation
glm::quat nextOrientation = sTransform.Orientation;
glm::quat currentOrientation = glm::quat(static_cast<glm::vec3>(transform["Orientation"]));
(glm::vec3&)transform["Orientation"] = glm::eulerAngles(glm::slerp<float>(currentOrientation, nextOrientation, sTransform.interpolationTime / SNAPSHOTINTERVAL));
// Scale
glm::vec3 nextScale = sTransform.Scale;
glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
//glm::vec3 resize = vectorInterpolation<glm::vec3>(currentScale, nextScale, sTransform.interpolationTime);
(glm::vec3&)transform["Scale"] += vectorInterpolation<glm::vec3>(currentScale, nextScale, sTransform.interpolationTime);
}
glm::vec3 InterpolationSystem::vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime)
{
glm::vec3 difference = next - prev;
glm::vec3 position = difference / 0.05f * static_cast<float>(currentTime);
return position;
}
//glm::vec3 InterpolationSystem::vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime)
//{
// glm::vec3 difference = next - prev;
// glm::vec3 position = difference / SNAPSHOTINTERVAL * static_cast<float>(currentTime);
// return position;
//}
bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
{
@@ -43,9 +53,11 @@ bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
// Read the data
memcpy(&transform.Position, e.DataArray.get() + offset, sizeof(glm::vec3));
offset += sizeof(glm::vec3);
memcpy(&transform.Orientation, e.DataArray.get() + offset, sizeof(glm::vec3));
glm::vec3 tempOrientation;
memcpy(&tempOrientation, e.DataArray.get() + offset, sizeof(glm::vec3));
transform.Orientation = glm::quat(tempOrientation);
offset += sizeof(glm::vec3);
memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
transform.interpolationTime = 0.0f;
m_InterpolationPoints[e.Entity] = transform;
// Check if queue already exists