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-rw-r--r--src/game/client/entity/interpolation.cc64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/game/client/entity/interpolation.cc b/src/game/client/entity/interpolation.cc
new file mode 100644
index 0000000..a9a3349
--- /dev/null
+++ b/src/game/client/entity/interpolation.cc
@@ -0,0 +1,64 @@
+#include "client/pch.hh"
+
+#include "client/entity/interpolation.hh"
+
+#include "core/math/constexpr.hh"
+
+#include "shared/entity/head.hh"
+#include "shared/entity/transform.hh"
+
+#include "shared/world/dimension.hh"
+
+#include "shared/coord.hh"
+
+#include "client/globals.hh"
+
+static void transform_interpolate(float alpha)
+{
+ auto group = globals::dimension->entities.group<entity::client::TransformIntr>(
+ entt::get<entity::Transform, entity::client::TransformPrev>);
+
+ for(auto [entity, interp, current, previous] : group.each()) {
+ interp.angles[0] = glm::mix(previous.angles[0], current.angles[0], alpha);
+ interp.angles[1] = glm::mix(previous.angles[1], current.angles[1], alpha);
+ interp.angles[2] = glm::mix(previous.angles[2], current.angles[2], alpha);
+
+ // Figure out previous chunk-local floating-point coordinates transformed
+ // to the current WorldCoord's chunk domain coordinates; we're interpolating
+ // against these instead of using previous.position.local to prevent jittering
+ auto previous_shift = coord::to_relative(current.chunk, current.local, previous.chunk, previous.local);
+ auto previous_local = current.local + previous_shift;
+
+ interp.chunk.x = current.chunk.x;
+ interp.chunk.y = current.chunk.y;
+ interp.chunk.z = current.chunk.z;
+
+ interp.local.x = glm::mix(previous_local.x, current.local.x, alpha);
+ interp.local.y = glm::mix(previous_local.y, current.local.y, alpha);
+ interp.local.z = glm::mix(previous_local.z, current.local.z, alpha);
+ }
+}
+
+static void head_interpolate(float alpha)
+{
+ auto group = globals::dimension->entities.group<entity::client::HeadIntr>(entt::get<entity::Head, entity::client::HeadPrev>);
+
+ for(auto [entity, interp, current, previous] : group.each()) {
+ interp.angles[0] = glm::mix(previous.angles[0], current.angles[0], alpha);
+ interp.angles[1] = glm::mix(previous.angles[1], current.angles[1], alpha);
+ interp.angles[2] = glm::mix(previous.angles[2], current.angles[2], alpha);
+
+ interp.offset.x = glm::mix(previous.offset.x, current.offset.x, alpha);
+ interp.offset.y = glm::mix(previous.offset.y, current.offset.y, alpha);
+ interp.offset.z = glm::mix(previous.offset.z, current.offset.z, alpha);
+ }
+}
+
+void entity::interpolation::update(void)
+{
+ if(globals::dimension) {
+ auto alpha = static_cast<float>(globals::fixed_accumulator) / static_cast<float>(globals::fixed_frametime_us);
+ transform_interpolate(alpha);
+ head_interpolate(alpha);
+ }
+} \ No newline at end of file