WIP implementing interpolation
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#include "InterpolationSystem.h"
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void InterpolationSystem::UpdateComponent(World * world, ComponentWrapper & transform, double dt)
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{
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if (m_InterpolationPoints[transform.EntityID].size() > 0) {
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Transform& sTransform = m_InterpolationPoints[transform.EntityID].front();
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sTransform.interpolationTime += dt;
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if (sTransform.interpolationTime > 0.05) {
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double time = std::fmod(sTransform.interpolationTime, 0.05f);
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m_InterpolationPoints[transform.EntityID].pop();
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if (m_InterpolationPoints[transform.EntityID].size() <= 0) {
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return;
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}
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sTransform = m_InterpolationPoints[transform.EntityID].front();
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sTransform.interpolationTime = time;
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}
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glm::vec3 nextPosition = sTransform.Position;
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glm::vec3 currentPosition = static_cast<glm::vec3>(transform["Position"]);
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transform["Position"] = vectorInterpolation(currentPosition, nextPosition, sTransform.interpolationTime);
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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 / 0.05f * 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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{
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Transform transform;
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int offset = 0;
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// Read the data
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memcpy(&transform.Position, e.DataArray.get() + offset, sizeof(glm::vec3));
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offset += sizeof(glm::vec3);
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memcpy(&transform.Orientation, e.DataArray.get() + 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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// 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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m_InterpolationPoints[e.Entity].push(transform);
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} else { // Did not exist, create queue
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std::queue<Transform> transformQueue;
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transformQueue.push(transform);
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m_InterpolationPoints[e.Entity] = transformQueue;
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}
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return false;
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}
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