Scraping queues for interpolation
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@@ -12,15 +12,14 @@
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#include "Network/EInterpolate.h"
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struct Transform {
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glm::vec3 Position;
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glm::vec3 Scale;
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glm::vec3 Orientation;
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double interpolationTime;
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};
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class InterpolationSystem : public PureSystem
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{
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struct Transform {
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glm::vec3 Position;
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glm::vec3 Scale;
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glm::vec3 Orientation;
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double interpolationTime;
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};
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public:
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InterpolationSystem(EventBroker* eventbroker)
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: PureSystem(eventbroker, "Transform")
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@@ -31,7 +30,8 @@ public:
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virtual void UpdateComponent(World* world, ComponentWrapper& transform, double dt) override;
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private:
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std::unordered_map<EntityID, std::queue<Transform>> m_InterpolationPoints;
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//std::unordered_map<EntityID, std::queue<Transform>> m_InterpolationPoints;
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std::unordered_map<EntityID, Transform> m_InterpolationPoints;
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glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
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