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https://github.com/ZDoom/qzdoom.git
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Further work on prediction lerping
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parent
e1b8b4a871
commit
3e6ad8c1a8
4 changed files with 72 additions and 48 deletions
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@ -1635,6 +1635,12 @@ void G_DoReborn (int playernum, bool freshbot)
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}
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else
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{
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// Old lerp data needs to go
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if (playernum == consoleplayer)
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{
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P_PredictionLerpReset();
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}
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// respawn at the start
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// first disassociate the corpse
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if (players[playernum].mo)
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@ -105,6 +105,7 @@ void P_FallingDamage (AActor *ent);
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void P_PlayerThink (player_t *player);
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void P_PredictPlayer (player_t *player);
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void P_UnPredictPlayer ();
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void P_PredictionLerpReset();
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//
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// P_MOBJ
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101
src/p_user.cpp
101
src/p_user.cpp
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@ -64,20 +64,25 @@ static FRandom pr_skullpop ("SkullPop");
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CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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#define LERPSCALE 0.05
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CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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P_PredictionLerpReset();
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}
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CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0.1)
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self = 0.1;
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P_PredictionLerpReset();
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}
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struct PredictCheck
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struct PredictPos
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{
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int gametic;
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fixed_t x;
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fixed_t y;
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fixed_t z;
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FVector3 point;
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fixed_t pitch;
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fixed_t yaw;
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bool onground;
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} static PredictionResults[BACKUPTICS], PredictionResult_Last;
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} static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
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static int PredictionLerptics;
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static int PredictionMaxLerptics;
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static player_t PredictionPlayerBackup;
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static BYTE PredictionActorBackup[sizeof(AActor)];
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@ -1898,7 +1903,6 @@ void P_MovePlayer (player_t *player)
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else
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{
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mo->angle += cmd->ucmd.yaw << 16;
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Printf("%d\n", cmd->ucmd.yaw);
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}
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player->onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
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@ -2655,6 +2659,21 @@ void P_PlayerThink (player_t *player)
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}
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}
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void P_PredictionLerpReset()
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{
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PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
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}
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bool P_LerpCalculate(FVector3 from, FVector3 to, FVector3 &result, float scale)
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{
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result = to - from;
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result *= scale;
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result = result + from;
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FVector3 delta = result - to;
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return (delta.LengthSquared() > cl_predict_lerpthreshold);
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}
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void P_PredictPlayer (player_t *player)
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{
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int maxtic;
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@ -2740,7 +2759,7 @@ void P_PredictPlayer (player_t *player)
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}
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act->BlockNode = NULL;
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bool NoInterpolateOld = R_GetViewInterpolationStatus();
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bool CanLerp = (cl_predict_lerpscale > 0), DoLerp = false, NoInterpolateOld = R_GetViewInterpolationStatus();
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for (int i = gametic; i < maxtic; ++i)
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{
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if (!NoInterpolateOld)
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@ -2750,48 +2769,44 @@ void P_PredictPlayer (player_t *player)
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P_PlayerThink (player);
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player->mo->Tick ();
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if (PredictionResults[i % BACKUPTICS].gametic && i == PredictionResults[i % BACKUPTICS].gametic && !NoInterpolateOld && PredictionLerptics >= PredictionMaxLerptics)
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if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld)
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{
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if (PredictionResults[i % BACKUPTICS].x != player->mo->x ||
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PredictionResults[i % BACKUPTICS].y != player->mo->y ||
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(PredictionResults[i % BACKUPTICS].z != player->mo->z && PredictionResults[i % BACKUPTICS].onground && player->onground))
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// If the player was always on the ground, they might be on a lift, and lerping would be disruptive on z height changes alone
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{
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PredictionLerptics = 0;
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PredictionMaxLerptics = (maxtic - gametic);
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// Z is not compared as lifts will alter this with no apparent change
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DoLerp = (PredictionLast.point.X != FIXED2FLOAT(player->mo->x) ||
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PredictionLast.point.Y != FIXED2FLOAT(player->mo->y));
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}
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}
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PredictionResults[i % BACKUPTICS].gametic = i;
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PredictionResults[i % BACKUPTICS].x = player->mo->x;
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PredictionResults[i % BACKUPTICS].y = player->mo->y;
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PredictionResults[i % BACKUPTICS].z = player->mo->z;
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PredictionResults[i % BACKUPTICS].onground = player->onground;
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if (CanLerp)
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{
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if (DoLerp)
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{
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// If lerping is already in effect, use the previous camera postion so the view doesn't suddenly snap
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PredictionLerpFrom = (PredictionLerptics == 0) ? PredictionLast : PredictionLerpResult;
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PredictionLerptics = 1;
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}
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if (PredictionLerptics < PredictionMaxLerptics)
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PredictionLast.gametic = maxtic - 1;
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PredictionLast.point.X = FIXED2FLOAT(player->mo->x);
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PredictionLast.point.Y = FIXED2FLOAT(player->mo->y);
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PredictionLast.point.Z = FIXED2FLOAT(player->mo->z);
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if (PredictionLerptics > 0)
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{
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if (PredictionLerpFrom.gametic > 0 &&
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P_LerpCalculate(PredictionLerpFrom.point, PredictionLast.point, PredictionLerpResult.point, (float)PredictionLerptics * cl_predict_lerpscale))
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{
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PredictionLerptics++;
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FVector3 pointold, pointnew, step, difference, result;
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pointold.X = FIXED2FLOAT(PredictionResult_Last.x); // Old player pos
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pointold.Y = FIXED2FLOAT(PredictionResult_Last.y);
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pointold.Z = FIXED2FLOAT(PredictionResult_Last.z);
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pointnew.X = FIXED2FLOAT(player->mo->x); // New player pos
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pointnew.Y = FIXED2FLOAT(player->mo->y);
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pointnew.Z = FIXED2FLOAT(player->mo->z);
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difference = pointnew - pointold;
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step = difference / PredictionMaxLerptics;
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result = step * PredictionLerptics;
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result += pointold;
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player->mo->x = FLOAT2FIXED(result.X);
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player->mo->y = FLOAT2FIXED(result.Y);
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player->mo->z = FLOAT2FIXED(result.Z);
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Printf("Lerped! x%f y%f z%f\n", result.X, result.Y, result.Z);
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player->mo->x = FLOAT2FIXED(PredictionLerpResult.point.X);
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player->mo->y = FLOAT2FIXED(PredictionLerpResult.point.Y);
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player->mo->z = FLOAT2FIXED(PredictionLerpResult.point.Z);
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}
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else
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{
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PredictionLerptics = 0;
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}
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}
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}
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if (PredictionLerptics >= PredictionMaxLerptics)
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PredictionResult_Last = PredictionResults[(maxtic - 1) % BACKUPTICS];
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}
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extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
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@ -1612,6 +1612,8 @@ OptionMenu NetworkOptions
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StaticText "Local options", 1
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Option "Movement prediction", "cl_noprediction", "OffOn"
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Option "Predict line actions", "cl_predict_specials", "OnOff"
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Option "Prediction Lerp Scale", "cl_predict_lerpscale", 0.0, 0.5, 0.01
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Option "Lerp Threshold", "cl_predict_lerpthreshold", 0.1, 16.0, 0.1
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StaticText " "
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StaticText "Host options", 1
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Option "Extra Tics", "net_extratic", "ExtraTicMode"
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