Added an extra interpolation point.
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@@ -34,8 +34,8 @@ public:
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~InterpolationSystem() { }
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~InterpolationSystem() { }
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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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, Transform> m_NextTransform;
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std::unordered_map<EntityID, Transform> m_InterpolationPoints;
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std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
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//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
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//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
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template <typename T>
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template <typename T>
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@@ -22,9 +22,20 @@
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void InterpolationSystem::UpdateComponent(World * world, EntityWrapper& entity, ComponentWrapper & transform, double dt)
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void InterpolationSystem::UpdateComponent(World * world, EntityWrapper& entity, ComponentWrapper & transform, double dt)
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{
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{
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if (m_InterpolationPoints.find(transform.EntityID) != m_InterpolationPoints.end()) { // Exists in map
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if (m_NextTransform.find(transform.EntityID) != m_NextTransform.end()) { // Exists in map
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Transform& sTransform = m_InterpolationPoints[transform.EntityID];
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m_NextTransform[transform.EntityID].interpolationTime += dt;
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sTransform.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 (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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sTransform = m_NextTransform[transform.EntityID];
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m_LastReceivedTransform.erase(transform.EntityID);
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} else {
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m_NextTransform.erase(transform.EntityID);
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}
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}
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if (transform.Info.Name == "Transform") {
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if (transform.Info.Name == "Transform") {
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// Position
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// Position
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glm::vec3 nextPosition = sTransform.Position;
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glm::vec3 nextPosition = sTransform.Position;
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@@ -38,23 +49,10 @@ void InterpolationSystem::UpdateComponent(World * world, EntityWrapper& entity,
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glm::vec3 nextScale = sTransform.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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glm::vec3 currentScale = static_cast<glm::vec3>(transform["Scale"]);
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(glm::vec3&)transform["Scale"] += vectorInterpolation<glm::vec3>(currentScale, nextScale, sTransform.interpolationTime);
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(glm::vec3&)transform["Scale"] += vectorInterpolation<glm::vec3>(currentScale, nextScale, sTransform.interpolationTime);
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int testVar = 0;
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if (glm::isnan(resize.r) || glm::isnan(resize.g) || glm::isnan(resize.b)) {
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//(glm::vec3&)transform["Scale"] = currentScale;
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return;
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}
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+= resize;
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}
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}
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}
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}
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}
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}
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//glm::vec3 InterpolationSystem::vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime)
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//{
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// glm::vec3 difference = next - prev;
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// glm::vec3 position = difference / SNAPSHOTINTERVAL * static_cast<float>(currentTime);
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// return position;
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//}
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
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{
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{
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Transform transform;
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Transform transform;
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@@ -68,7 +66,12 @@ bool InterpolationSystem::OnInterpolate(const Events::Interpolate & e)
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offset += sizeof(glm::vec3);
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offset += sizeof(glm::vec3);
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memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
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memcpy(&transform.Scale, e.DataArray.get() + offset, sizeof(glm::vec3));
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transform.interpolationTime = 0.0f;
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transform.interpolationTime = 0.0f;
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m_InterpolationPoints[e.Entity] = transform;
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if (m_NextTransform.find(e.Entity) != m_NextTransform.end()) { // Did exist
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m_LastReceivedTransform[e.Entity] = transform;
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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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// 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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//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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// m_InterpolationPoints[e.Entity].push(transform);
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