112 lines
3.2 KiB
C#

using System;
using ClassicalSharp.Renderers;
using OpenTK;
namespace ClassicalSharp {
public class NetPlayer : Player {
int tickCount;
public NetPlayer( string displayName, string skinName, Game game, byte id ) : base( game ) {
DisplayName = displayName;
SkinName = skinName;
SkinIdentifier = "skin_" + id;
InitRenderingData();
}
// Last known position and orientation sent by the server.
Vector3 serverPos;
float serverYaw, serverPitch;
public override 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( 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( tickCount, midPos, midYaw, midPitch ) );
AddState( new State( tickCount, serverPos, serverYaw, serverPitch ) );
for( int i = 0; i < 3; i++ )
AddYaw( Utils.LerpAngle( lastYaw, serverYaw, (i + 1) / 3f ) );
}
}
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];
State newState, oldState;
float newYaw, oldYaw;
int stateCount, yawStateCount;
public override void Tick( double delta ) {
CheckSkin();
tickCount++;
UpdateCurrentState();
UpdateAnimState( oldState.pos, newState.pos, delta );
}
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;
}
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 );
}
}
public override void RenderModel( double deltaTime, float t ) {
Position = Vector3.Lerp( oldState.pos, newState.pos, t );
HeadYawDegrees = Utils.LerpAngle( oldState.headYaw, newState.headYaw, t );
YawDegrees = Utils.LerpAngle( oldYaw, newYaw, t );
PitchDegrees = Utils.LerpAngle( oldState.pitch, newState.pitch, t );
GetCurrentAnimState( t );
Model.RenderModel( this );
}
public override void RenderName() { DrawName(); }
}
}