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axyz/include/Game/Systems/InterpolationSystem.h
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#ifndef Systems_InterpolationSystem_h__
#define Systems_InterpolationSystem_h__
#include <queue>
#include <unordered_map>
#include <boost/shared_array.hpp>
#include <glm/common.hpp>
#include <glm/gtc/quaternion.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Core/EPlayerSpawned.h"
#include "Network/EInterpolate.h"
class InterpolationSystem : public PureSystem
{
public:
InterpolationSystem(SystemParams params);
~InterpolationSystem() { }
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
private:
struct Transform
{
glm::vec3 Position;
glm::vec3 Scale;
glm::quat Orientation;
float interpolationTime;
};
std::unordered_map<EntityID, Transform> m_NextTransform;
std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
template <typename T>
T vectorInterpolation(T prev, T next, double currentTime)
{
T difference = next - prev;
T vector = difference * (static_cast<float>(currentTime) / m_SnapshotInterval);
return vector;
}
float m_SnapshotInterval;
EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
bool InterpolationSystem::OnInterpolate(Events::Interpolate& e);
EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(Events::PlayerSpawned& e);
};
#endif