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https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-22 03:53:04 +00:00
add ability to get/set position/rotation from rigid body if it exists
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parent
01edb70035
commit
92788d4db0
1 changed files with 75 additions and 28 deletions
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@ -152,9 +152,12 @@ namespace SanAndreasUnity.Net
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}
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// check if we reached current snapshot
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if (Vector3.SqrMagnitude(m_transform.localPosition - m_currentSyncData.Position) < 0.001f
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&& Quaternion.Angle(m_transform.localRotation, m_currentSyncData.Rotation) < 1f)
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if (Vector3.SqrMagnitude(this.GetPosition() - m_currentSyncData.Position) < 0.01f
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&& Quaternion.Angle(this.GetRotation(), m_currentSyncData.Rotation) < 1f)
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{
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this.SetPosition();
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this.SetRotation();
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// current snapshot reached, switch to next one
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if (m_syncDataQueue.Count > 0)
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{
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@ -174,48 +177,48 @@ namespace SanAndreasUnity.Net
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float moveDelta = syncInfo.CalculatedVelocityMagnitude * this.GetDeltaTime() * m_parameters.constantVelocityMultiplier;
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float distanceSqr = (m_transform.localPosition - syncInfo.Position).sqrMagnitude;
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float distanceSqr = (this.GetPosition() - syncInfo.Position).sqrMagnitude;
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if (moveDelta < float.Epsilon || distanceSqr < float.Epsilon || Mathf.Sqrt(distanceSqr) < float.Epsilon)
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m_transform.localPosition = syncInfo.Position;
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this.SetPosition(syncInfo.Position);
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else
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m_transform.localPosition = Vector3.MoveTowards(
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m_transform.localPosition,
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this.SetPosition(Vector3.MoveTowards(
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this.GetPosition(),
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syncInfo.Position,
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moveDelta);
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moveDelta));
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m_transform.localRotation = Quaternion.RotateTowards(
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m_transform.localRotation,
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this.SetRotation(Quaternion.RotateTowards(
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this.GetRotation(),
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syncInfo.Rotation,
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syncInfo.CalculatedAngularVelocityMagnitude * this.GetDeltaTime() * m_parameters.constantVelocityMultiplier);
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syncInfo.CalculatedAngularVelocityMagnitude * this.GetDeltaTime() * m_parameters.constantVelocityMultiplier));
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}
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private void UpdateClientUsingLerp()
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{
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m_transform.localPosition = Vector3.Lerp(
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m_transform.localPosition,
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this.SetPosition(Vector3.Lerp(
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this.GetPosition(),
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m_currentSyncData.Position,
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime()));
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
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m_transform.localRotation = Quaternion.Lerp(
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m_transform.localRotation,
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this.SetRotation(Quaternion.Lerp(
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this.GetRotation(),
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m_currentSyncData.Rotation,
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime()));
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
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}
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private void UpdateClientUsingSphericalLerp()
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{
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m_transform.localPosition = Vector3.Slerp(
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m_transform.localPosition,
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this.SetPosition(Vector3.Slerp(
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this.GetPosition(),
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m_currentSyncData.Position,
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime()));
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
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m_transform.localRotation = Quaternion.Slerp(
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m_transform.localRotation,
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this.SetRotation(Quaternion.Slerp(
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this.GetRotation(),
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m_currentSyncData.Rotation,
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime()));
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1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
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}
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@ -233,8 +236,8 @@ namespace SanAndreasUnity.Net
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{
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if (m_hasTransform)
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{
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m_currentSyncData.Position = m_transform.localPosition;
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m_currentSyncData.Rotation = m_transform.localRotation;
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m_currentSyncData.Position = this.GetPosition();
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m_currentSyncData.Rotation = this.GetRotation();
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}
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m_currentSyncData.CalculatedVelocityMagnitude = 0;
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m_currentSyncData.CalculatedAngularVelocityMagnitude = 0;
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@ -247,8 +250,8 @@ namespace SanAndreasUnity.Net
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if (!m_hasTransform)
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return;
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m_transform.localPosition = m_currentSyncData.Position;
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m_transform.localRotation = m_currentSyncData.Rotation;
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this.SetPosition();
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this.SetRotation();
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}
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private void AssignDataForSending()
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@ -256,8 +259,52 @@ namespace SanAndreasUnity.Net
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if (!m_hasTransform)
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return;
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m_positionForSending = m_hasRigidBody ? m_rigidbody.position : m_transform.localPosition;
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m_rotationForSending = m_hasRigidBody ? m_rigidbody.rotation : m_transform.localRotation;
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m_positionForSending = this.GetPosition();
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m_rotationForSending = this.GetRotation();
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}
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private void SetPosition()
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{
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this.SetPosition(m_currentSyncData.Position);
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}
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private void SetPosition(Vector3 pos)
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{
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if (m_hasRigidBody)
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m_rigidbody.position = pos;
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else if (m_hasTransform)
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m_transform.localPosition = pos;
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}
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private void SetRotation()
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{
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this.SetRotation(m_currentSyncData.Rotation);
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}
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private void SetRotation(Quaternion rot)
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{
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if (m_hasRigidBody)
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m_rigidbody.rotation = rot;
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else if (m_hasTransform)
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m_transform.localRotation = rot;
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}
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private Vector3 GetPosition()
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{
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if (m_hasRigidBody)
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return m_rigidbody.position;
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if (m_hasTransform)
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return m_transform.localPosition;
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return m_currentSyncData.Position;
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}
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private Quaternion GetRotation()
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{
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if (m_hasRigidBody)
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return m_rigidbody.rotation;
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if (m_hasTransform)
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return m_transform.localRotation;
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return m_currentSyncData.Rotation;
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}
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}
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}
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