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
+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