mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
Merge branch 'LerpAdjustments' of https://github.com/Edward850/zdoom
This commit is contained in:
commit
32cd4eb7c6
1 changed files with 34 additions and 15 deletions
|
@ -78,7 +78,9 @@ CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCO
|
|||
struct PredictPos
|
||||
{
|
||||
int gametic;
|
||||
FVector3 point;
|
||||
fixed_t x;
|
||||
fixed_t y;
|
||||
fixed_t z;
|
||||
fixed_t pitch;
|
||||
fixed_t yaw;
|
||||
} static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
|
||||
|
@ -2606,12 +2608,19 @@ void P_PredictionLerpReset()
|
|||
PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
|
||||
}
|
||||
|
||||
bool P_LerpCalculate(FVector3 from, FVector3 to, FVector3 &result, float scale)
|
||||
bool P_LerpCalculate(PredictPos from, PredictPos to, PredictPos &result, float scale)
|
||||
{
|
||||
result = to - from;
|
||||
result *= scale;
|
||||
result = result + from;
|
||||
FVector3 delta = result - to;
|
||||
FVector3 vecFrom(FIXED2DBL(from.x), FIXED2DBL(from.y), FIXED2DBL(from.z));
|
||||
FVector3 vecTo(FIXED2DBL(to.x), FIXED2DBL(to.y), FIXED2DBL(to.z));
|
||||
FVector3 vecResult;
|
||||
vecResult = vecTo - vecFrom;
|
||||
vecResult *= scale;
|
||||
vecResult = vecResult + vecFrom;
|
||||
FVector3 delta = vecResult - vecTo;
|
||||
|
||||
result.x = FLOAT2FIXED(vecResult.X);
|
||||
result.y = FLOAT2FIXED(vecResult.Y);
|
||||
result.z = FLOAT2FIXED(vecResult.Z);
|
||||
|
||||
// As a fail safe, assume extrapolation is the threshold.
|
||||
return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
|
||||
|
@ -2716,8 +2725,18 @@ void P_PredictPlayer (player_t *player)
|
|||
if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld)
|
||||
{
|
||||
// Z is not compared as lifts will alter this with no apparent change
|
||||
DoLerp = (PredictionLast.point.X != FIXED2FLOAT(player->mo->x) ||
|
||||
PredictionLast.point.Y != FIXED2FLOAT(player->mo->y));
|
||||
// Make lerping less picky by only testing whole units
|
||||
DoLerp = ((PredictionLast.x >> 16) != (player->mo->x >> 16) ||
|
||||
(PredictionLast.y >> 16) != (player->mo->y >> 16));
|
||||
|
||||
// Aditional Debug information
|
||||
if (developer && DoLerp)
|
||||
{
|
||||
DPrintf("Lerp! Ltic (%d) && Ptic (%d) | Lx (%d) && Px (%d) | Ly (%d) && Py (%d)\n",
|
||||
PredictionLast.gametic, i,
|
||||
(PredictionLast.x >> 16), (player->mo->x >> 16),
|
||||
(PredictionLast.y >> 16), (player->mo->y >> 16));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2734,19 +2753,19 @@ void P_PredictPlayer (player_t *player)
|
|||
}
|
||||
|
||||
PredictionLast.gametic = maxtic - 1;
|
||||
PredictionLast.point.X = FIXED2FLOAT(player->mo->x);
|
||||
PredictionLast.point.Y = FIXED2FLOAT(player->mo->y);
|
||||
PredictionLast.point.Z = FIXED2FLOAT(player->mo->z);
|
||||
PredictionLast.x = player->mo->x;
|
||||
PredictionLast.y = player->mo->y;
|
||||
PredictionLast.z = player->mo->z;
|
||||
|
||||
if (PredictionLerptics > 0)
|
||||
{
|
||||
if (PredictionLerpFrom.gametic > 0 &&
|
||||
P_LerpCalculate(PredictionLerpFrom.point, PredictionLast.point, PredictionLerpResult.point, (float)PredictionLerptics * cl_predict_lerpscale))
|
||||
P_LerpCalculate(PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale))
|
||||
{
|
||||
PredictionLerptics++;
|
||||
player->mo->x = FLOAT2FIXED(PredictionLerpResult.point.X);
|
||||
player->mo->y = FLOAT2FIXED(PredictionLerpResult.point.Y);
|
||||
player->mo->z = FLOAT2FIXED(PredictionLerpResult.point.Z);
|
||||
player->mo->x = PredictionLerpResult.x;
|
||||
player->mo->y = PredictionLerpResult.y;
|
||||
player->mo->z = PredictionLerpResult.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue