Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking

# Conflicts:
#	include/Game/InterpolationSystem.h
#	src/Game/InterpolationSystem.cpp
This commit is contained in:
stiffly
2016-01-18 18:13:19 +01:00
4 changed files with 11 additions and 4 deletions
+2 -2
View File
@@ -26,7 +26,7 @@ void InterpolationSystem::UpdateComponent(World * world, ComponentWrapper & tran
sTransform.interpolationTime += dt;
glm::vec3 nextPosition = sTransform.Position;
glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
transform["Position"] = vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
(glm::vec3&)transform["Position"] += vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
}
glm::vec3 InterpolationSystem::vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime)
@@ -46,7 +46,7 @@ bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
memcpy(&transform.Orientation, e.DataArray.get() + offset, sizeof(glm::vec3));
offset += sizeof(glm::vec3);
memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
transform.interpolationTime = 0;
transform.interpolationTime = 0.0f;
m_InterpolationPoints[e.Entity] = transform;
// Check if queue already exists
//if (m_InterpolationPoints.find(e.Entity) != m_InterpolationPoints.end()) { // Did exist, push to queue