mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-25 21:40:19 +00:00
add ability to get/set position/rotation from rigid body if it exists
This commit is contained in:
parent
01edb70035
commit
92788d4db0
1 changed files with 75 additions and 28 deletions
|
@ -152,9 +152,12 @@ namespace SanAndreasUnity.Net
|
||||||
}
|
}
|
||||||
|
|
||||||
// check if we reached current snapshot
|
// check if we reached current snapshot
|
||||||
if (Vector3.SqrMagnitude(m_transform.localPosition - m_currentSyncData.Position) < 0.001f
|
if (Vector3.SqrMagnitude(this.GetPosition() - m_currentSyncData.Position) < 0.01f
|
||||||
&& Quaternion.Angle(m_transform.localRotation, m_currentSyncData.Rotation) < 1f)
|
&& Quaternion.Angle(this.GetRotation(), m_currentSyncData.Rotation) < 1f)
|
||||||
{
|
{
|
||||||
|
this.SetPosition();
|
||||||
|
this.SetRotation();
|
||||||
|
|
||||||
// current snapshot reached, switch to next one
|
// current snapshot reached, switch to next one
|
||||||
if (m_syncDataQueue.Count > 0)
|
if (m_syncDataQueue.Count > 0)
|
||||||
{
|
{
|
||||||
|
@ -174,48 +177,48 @@ namespace SanAndreasUnity.Net
|
||||||
|
|
||||||
float moveDelta = syncInfo.CalculatedVelocityMagnitude * this.GetDeltaTime() * m_parameters.constantVelocityMultiplier;
|
float moveDelta = syncInfo.CalculatedVelocityMagnitude * this.GetDeltaTime() * m_parameters.constantVelocityMultiplier;
|
||||||
|
|
||||||
float distanceSqr = (m_transform.localPosition - syncInfo.Position).sqrMagnitude;
|
float distanceSqr = (this.GetPosition() - syncInfo.Position).sqrMagnitude;
|
||||||
|
|
||||||
if (moveDelta < float.Epsilon || distanceSqr < float.Epsilon || Mathf.Sqrt(distanceSqr) < float.Epsilon)
|
if (moveDelta < float.Epsilon || distanceSqr < float.Epsilon || Mathf.Sqrt(distanceSqr) < float.Epsilon)
|
||||||
m_transform.localPosition = syncInfo.Position;
|
this.SetPosition(syncInfo.Position);
|
||||||
else
|
else
|
||||||
m_transform.localPosition = Vector3.MoveTowards(
|
this.SetPosition(Vector3.MoveTowards(
|
||||||
m_transform.localPosition,
|
this.GetPosition(),
|
||||||
syncInfo.Position,
|
syncInfo.Position,
|
||||||
moveDelta);
|
moveDelta));
|
||||||
|
|
||||||
m_transform.localRotation = Quaternion.RotateTowards(
|
this.SetRotation(Quaternion.RotateTowards(
|
||||||
m_transform.localRotation,
|
this.GetRotation(),
|
||||||
syncInfo.Rotation,
|
syncInfo.Rotation,
|
||||||
syncInfo.CalculatedAngularVelocityMagnitude * this.GetDeltaTime() * m_parameters.constantVelocityMultiplier);
|
syncInfo.CalculatedAngularVelocityMagnitude * this.GetDeltaTime() * m_parameters.constantVelocityMultiplier));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateClientUsingLerp()
|
private void UpdateClientUsingLerp()
|
||||||
{
|
{
|
||||||
m_transform.localPosition = Vector3.Lerp(
|
this.SetPosition(Vector3.Lerp(
|
||||||
m_transform.localPosition,
|
this.GetPosition(),
|
||||||
m_currentSyncData.Position,
|
m_currentSyncData.Position,
|
||||||
1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime()));
|
1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
|
||||||
|
|
||||||
m_transform.localRotation = Quaternion.Lerp(
|
this.SetRotation(Quaternion.Lerp(
|
||||||
m_transform.localRotation,
|
this.GetRotation(),
|
||||||
m_currentSyncData.Rotation,
|
m_currentSyncData.Rotation,
|
||||||
1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime()));
|
1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateClientUsingSphericalLerp()
|
private void UpdateClientUsingSphericalLerp()
|
||||||
{
|
{
|
||||||
m_transform.localPosition = Vector3.Slerp(
|
this.SetPosition(Vector3.Slerp(
|
||||||
m_transform.localPosition,
|
this.GetPosition(),
|
||||||
m_currentSyncData.Position,
|
m_currentSyncData.Position,
|
||||||
1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime()));
|
1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
|
||||||
|
|
||||||
m_transform.localRotation = Quaternion.Slerp(
|
this.SetRotation(Quaternion.Slerp(
|
||||||
m_transform.localRotation,
|
this.GetRotation(),
|
||||||
m_currentSyncData.Rotation,
|
m_currentSyncData.Rotation,
|
||||||
1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime()));
|
1 - Mathf.Exp(-m_parameters.lerpFactor * this.GetDeltaTime())));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -233,8 +236,8 @@ namespace SanAndreasUnity.Net
|
||||||
{
|
{
|
||||||
if (m_hasTransform)
|
if (m_hasTransform)
|
||||||
{
|
{
|
||||||
m_currentSyncData.Position = m_transform.localPosition;
|
m_currentSyncData.Position = this.GetPosition();
|
||||||
m_currentSyncData.Rotation = m_transform.localRotation;
|
m_currentSyncData.Rotation = this.GetRotation();
|
||||||
}
|
}
|
||||||
m_currentSyncData.CalculatedVelocityMagnitude = 0;
|
m_currentSyncData.CalculatedVelocityMagnitude = 0;
|
||||||
m_currentSyncData.CalculatedAngularVelocityMagnitude = 0;
|
m_currentSyncData.CalculatedAngularVelocityMagnitude = 0;
|
||||||
|
@ -247,8 +250,8 @@ namespace SanAndreasUnity.Net
|
||||||
if (!m_hasTransform)
|
if (!m_hasTransform)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
m_transform.localPosition = m_currentSyncData.Position;
|
this.SetPosition();
|
||||||
m_transform.localRotation = m_currentSyncData.Rotation;
|
this.SetRotation();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void AssignDataForSending()
|
private void AssignDataForSending()
|
||||||
|
@ -256,8 +259,52 @@ namespace SanAndreasUnity.Net
|
||||||
if (!m_hasTransform)
|
if (!m_hasTransform)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
m_positionForSending = m_hasRigidBody ? m_rigidbody.position : m_transform.localPosition;
|
m_positionForSending = this.GetPosition();
|
||||||
m_rotationForSending = m_hasRigidBody ? m_rigidbody.rotation : m_transform.localRotation;
|
m_rotationForSending = this.GetRotation();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetPosition()
|
||||||
|
{
|
||||||
|
this.SetPosition(m_currentSyncData.Position);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetPosition(Vector3 pos)
|
||||||
|
{
|
||||||
|
if (m_hasRigidBody)
|
||||||
|
m_rigidbody.position = pos;
|
||||||
|
else if (m_hasTransform)
|
||||||
|
m_transform.localPosition = pos;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetRotation()
|
||||||
|
{
|
||||||
|
this.SetRotation(m_currentSyncData.Rotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetRotation(Quaternion rot)
|
||||||
|
{
|
||||||
|
if (m_hasRigidBody)
|
||||||
|
m_rigidbody.rotation = rot;
|
||||||
|
else if (m_hasTransform)
|
||||||
|
m_transform.localRotation = rot;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector3 GetPosition()
|
||||||
|
{
|
||||||
|
if (m_hasRigidBody)
|
||||||
|
return m_rigidbody.position;
|
||||||
|
if (m_hasTransform)
|
||||||
|
return m_transform.localPosition;
|
||||||
|
return m_currentSyncData.Position;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Quaternion GetRotation()
|
||||||
|
{
|
||||||
|
if (m_hasRigidBody)
|
||||||
|
return m_rigidbody.rotation;
|
||||||
|
if (m_hasTransform)
|
||||||
|
return m_transform.localRotation;
|
||||||
|
return m_currentSyncData.Rotation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue