// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using ClassicalSharp.Renderers;
using OpenTK;
namespace ClassicalSharp.Entities {
/// Entity component that performs interpolation of position and model head yaw over time.
public sealed class InterpolatedComponent {
Entity entity;
public InterpolatedComponent(Game game, Entity entity) {
this.entity = entity;
}
// Last known position and orientation sent by the server.
internal Vector3 serverPos;
internal float serverYaw, serverPitch;
public void SetLocation(LocationUpdate update, bool interpolate) {
Vector3 lastPos = serverPos;
float lastYaw = serverYaw, lastPitch = serverPitch;
if (update.IncludesPosition) {
serverPos = update.RelativePosition ? serverPos + update.Pos : update.Pos;
}
if (update.IncludesOrientation) {
serverYaw = update.Yaw; serverPitch = update.Pitch;
}
if (!interpolate) {
stateCount = 0;
newState = oldState = new State(entity.tickCount, serverPos, serverYaw, serverPitch);
yawStateCount = 0;
newYaw = oldYaw = serverYaw;
} else {
// Smoother interpolation by also adding midpoint.
Vector3 midPos = Vector3.Lerp(lastPos, serverPos, 0.5f);
float midYaw = Utils.LerpAngle(lastYaw, serverYaw, 0.5f);
float midPitch = Utils.LerpAngle(lastPitch, serverPitch, 0.5f);
AddState(new State(entity.tickCount, midPos, midYaw, midPitch));
AddState(new State(entity.tickCount, serverPos, serverYaw, serverPitch));
for (int i = 0; i < 3; i++)
AddYaw(Utils.LerpAngle(lastYaw, serverYaw, (i + 1) / 3f));
}
}
public struct State {
public int tick;
public Vector3 pos;
public float headYaw, pitch;
public State(int tick, Vector3 pos, float headYaw, float pitch) {
this.tick = tick;
this.pos = pos;
this.headYaw = headYaw;
this.pitch = pitch;
}
}
State[] states = new State[10];
float[] yawStates = new float[15];
public State newState, oldState;
public float newYaw, oldYaw;
int stateCount, yawStateCount;
void AddState(State state) {
if (stateCount == states.Length)
RemoveOldest(states, ref stateCount);
states[stateCount++] = state;
}
void AddYaw(float state) {
if (yawStateCount == yawStates.Length)
RemoveOldest(yawStates, ref yawStateCount);
yawStates[yawStateCount++] = state;
}
public void UpdateCurrentState() {
oldState = newState;
oldYaw = newYaw;
if (stateCount > 0) {
//if (states[0].tick > tickCount - 2) return; // 100 ms delay
newState = states[0];
RemoveOldest(states, ref stateCount);
}
if (yawStateCount > 0) {
newYaw = yawStates[0];
RemoveOldest(yawStates, ref yawStateCount);
}
}
void RemoveOldest(T[] array, ref int count) {
for (int i = 0; i < array.Length - 1; i++)
array[i] = array[i + 1];
count--;
}
}
}