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- // snapshot for snapshot interpolation
- // https://gafferongames.com/post/snapshot_interpolation/
- // position, rotation, scale for compatibility for now.
- using UnityEngine;
- namespace Mirror
- {
- // NetworkTransform Snapshot
- public struct NTSnapshot : Snapshot
- {
- // time or sequence are needed to throw away older snapshots.
- //
- // glenn fiedler starts with a 16 bit sequence number.
- // supposedly this is meant as a simplified example.
- // in the end we need the remote timestamp for accurate interpolation
- // and buffering over time.
- //
- // note: in theory, IF server sends exactly(!) at the same interval then
- // the 16 bit ushort timestamp would be enough to calculate the
- // remote time (sequence * sendInterval). but Unity's update is
- // not guaranteed to run on the exact intervals / do catchup.
- // => remote timestamp is better for now
- //
- // [REMOTE TIME, NOT LOCAL TIME]
- // => DOUBLE for long term accuracy & batching gives us double anyway
- public double remoteTimestamp { get; set; }
- public double localTimestamp { get; set; }
- public Vector3 position;
- public Quaternion rotation;
- public Vector3 scale;
- public NTSnapshot(double remoteTimestamp, double localTimestamp, Vector3 position, Quaternion rotation, Vector3 scale)
- {
- this.remoteTimestamp = remoteTimestamp;
- this.localTimestamp = localTimestamp;
- this.position = position;
- this.rotation = rotation;
- this.scale = scale;
- }
- public static NTSnapshot Interpolate(NTSnapshot from, NTSnapshot to, double t)
- {
- // NOTE:
- // Vector3 & Quaternion components are float anyway, so we can
- // keep using the functions with 't' as float instead of double.
- return new NTSnapshot(
- // interpolated snapshot is applied directly. don't need timestamps.
- 0, 0,
- // lerp position/rotation/scale unclamped in case we ever need
- // to extrapolate. atm SnapshotInterpolation never does.
- Vector3.LerpUnclamped(from.position, to.position, (float)t),
- // IMPORTANT: LerpUnclamped(0, 60, 1.5) extrapolates to ~86.
- // SlerpUnclamped(0, 60, 1.5) extrapolates to 90!
- // (0, 90, 1.5) is even worse. for Lerp.
- // => Slerp works way better for our euler angles.
- Quaternion.SlerpUnclamped(from.rotation, to.rotation, (float)t),
- Vector3.LerpUnclamped(from.scale, to.scale, (float)t)
- );
- }
- }
- }
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