- use float vectors for prediction.

This commit is contained in:
Christoph Oelckers 2016-03-29 02:06:05 +02:00
parent c776a0fb54
commit 8d071f85b3

View file

@ -83,11 +83,8 @@ CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCO
struct PredictPos struct PredictPos
{ {
int gametic; int gametic;
fixed_t x; DVector3 pos;
fixed_t y; DRotator angles;
fixed_t z;
fixed_t pitch;
fixed_t yaw;
} static PredictionLerpFrom, PredictionLerpResult, PredictionLast; } static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
static int PredictionLerptics; static int PredictionLerptics;
@ -2288,9 +2285,9 @@ void P_PlayerThink (player_t *player)
if (debugfile && !(player->cheats & CF_PREDICTING)) if (debugfile && !(player->cheats & CF_PREDICTING))
{ {
fprintf (debugfile, "tic %d for pl %d: (%d, %d, %d, %u) b:%02x p:%d y:%d f:%d s:%d u:%d\n", fprintf (debugfile, "tic %d for pl %d: (%f, %f, %f, %f) b:%02x p:%d y:%d f:%d s:%d u:%d\n",
gametic, (int)(player-players), player->mo->_f_X(), player->mo->_f_Y(), player->mo->_f_Z(), gametic, (int)(player-players), player->mo->X(), player->mo->Y(), player->mo->Z(),
player->mo->_f_angle()>>ANGLETOFINESHIFT, player->cmd.ucmd.buttons, player->mo->Angles.Yaw.Degrees, player->cmd.ucmd.buttons,
player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove, player->cmd.ucmd.pitch, player->cmd.ucmd.yaw, player->cmd.ucmd.forwardmove,
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove); player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
} }
@ -2612,7 +2609,7 @@ void P_PlayerThink (player_t *player)
P_PlayerOnSpecial3DFloor (player); P_PlayerOnSpecial3DFloor (player);
P_PlayerInSpecialSector (player); P_PlayerInSpecialSector (player);
if (player->mo->_f_Z() <= player->mo->Sector->floorplane.ZatPoint(player->mo) || if (!player->mo->isAbove(player->mo->Sector->floorplane.ZatPointF(player->mo)) ||
player->mo->waterlevel) player->mo->waterlevel)
{ {
// Player must be touching the floor // Player must be touching the floor
@ -2720,21 +2717,18 @@ void P_PredictionLerpReset()
PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0; PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
} }
bool P_LerpCalculate(PredictPos from, PredictPos to, PredictPos &result, float scale) bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &result, float scale)
{ {
//DVector2 pfrom = Displacements.getOffset(from.portalgroup, to.portalgroup); //DVector2 pfrom = Displacements.getOffset(from.portalgroup, to.portalgroup);
DVector3 vecFrom(FIXED2DBL(from.x) /* + pfrom.X*/, FIXED2DBL(from.y) /*+ pfrom.Y*/, FIXED2DBL(from.z)); DVector3 vecFrom = from.pos;
DVector3 vecTo(FIXED2DBL(to.x), FIXED2DBL(to.y), FIXED2DBL(to.z)); DVector3 vecTo = to.pos;
DVector3 vecResult; DVector3 vecResult;
vecResult = vecTo - vecFrom; vecResult = vecTo - vecFrom;
vecResult *= scale; vecResult *= scale;
vecResult = vecResult + vecFrom; vecResult = vecResult + vecFrom;
DVector3 delta = vecResult - vecTo; DVector3 delta = vecResult - vecTo;
//result.pos = pmo->Vec3Offset(FLOAT2FIXED(vecResult.X) - to.pos.x, FLOAT2FIXED(vecResult.Y) - to.pos.y, FLOAT2FIXED(vecResult.Z) - to.pos.z); result.pos = pmo->Vec3Offset(vecResult - to.pos);
result.x = FLOAT2FIXED(vecResult.X);
result.y = FLOAT2FIXED(vecResult.Y);
result.z = FLOAT2FIXED(vecResult.Z);
//result.portalgroup = P_PointInSector(result.pos.x, result.pos.y)->PortalGroup; //result.portalgroup = P_PointInSector(result.pos.x, result.pos.y)->PortalGroup;
// As a fail safe, assume extrapolation is the threshold. // As a fail safe, assume extrapolation is the threshold.
@ -2841,16 +2835,15 @@ void P_PredictPlayer (player_t *player)
{ {
// Z is not compared as lifts will alter this with no apparent change // Z is not compared as lifts will alter this with no apparent change
// Make lerping less picky by only testing whole units // Make lerping less picky by only testing whole units
DoLerp = ((PredictionLast.x >> 16) != (player->mo->_f_X() >> 16) || DoLerp = (int)PredictionLast.pos.X != (int)player->mo->X() || (int)PredictionLast.pos.Y != (int)player->mo->Y();
(PredictionLast.y >> 16) != (player->mo->_f_Y() >> 16));
// Aditional Debug information // Aditional Debug information
if (developer && DoLerp) if (developer && DoLerp)
{ {
DPrintf("Lerp! Ltic (%d) && Ptic (%d) | Lx (%d) && Px (%f) | Ly (%d) && Py (%f)\n", DPrintf("Lerp! Ltic (%d) && Ptic (%d) | Lx (%f) && Px (%f) | Ly (%f) && Py (%f)\n",
PredictionLast.gametic, i, PredictionLast.gametic, i,
(PredictionLast.x >> 16), (player->mo->X()), (PredictionLast.pos.X), (player->mo->X()),
(PredictionLast.y >> 16), (player->mo->Y())); (PredictionLast.pos.Y), (player->mo->Y()));
} }
} }
} }
@ -2868,18 +2861,16 @@ void P_PredictPlayer (player_t *player)
} }
PredictionLast.gametic = maxtic - 1; PredictionLast.gametic = maxtic - 1;
PredictionLast.x = player->mo->_f_X(); PredictionLast.pos = player->mo->Pos();
PredictionLast.y = player->mo->_f_Y();
PredictionLast.z = player->mo->_f_Z();
//PredictionLast.portalgroup = player->mo->Sector->PortalGroup; //PredictionLast.portalgroup = player->mo->Sector->PortalGroup;
if (PredictionLerptics > 0) if (PredictionLerptics > 0)
{ {
if (PredictionLerpFrom.gametic > 0 && if (PredictionLerpFrom.gametic > 0 &&
P_LerpCalculate(/*player->mo,*/ PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale)) P_LerpCalculate(player->mo, PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale))
{ {
PredictionLerptics++; PredictionLerptics++;
player->mo->SetXYZ(PredictionLerpResult.x, PredictionLerpResult.y, PredictionLerpResult.z); player->mo->SetXYZ(PredictionLerpResult.pos);
} }
else else
{ {