diff options
-rw-r--r-- | src/core/gameinterface.cc | 108 |
1 files changed, 31 insertions, 77 deletions
diff --git a/src/core/gameinterface.cc b/src/core/gameinterface.cc index 23b27bc..be4d288 100644 --- a/src/core/gameinterface.cc +++ b/src/core/gameinterface.cc @@ -140,87 +140,41 @@ void GameInterface::update_entity_clientstate(Entity *entity) entity->state()->state_location = entity->state()->previouslocation() + (entity->location() - entity->state()->previouslocation()) * timeoffset(); - if (game_clientframetime < game_serverframetime) { + if (game_clientframetime <= game_serverframetime) { - //FIXME this is hopelessly broken - - // http://local.wasp.uwa.edu.au/~pbourke/geometry/planeline/ - float cosangle; - float angle; - float side; - float u; - float l; - - math::Vector3f n; - math::Vector3f p; - entity->state()->state_axis.assign(entity->state()->previousaxis()); - // clientstate axis: pitch - - // project entity->axis().up() into the plane with entity->state()->axis()->left() normal - n = entity->state()->axis().left(); - p = entity->axis().up(); - u = p[0]*n[0] + p[1]*n[1] + p[2]*n[2] / (-n[0]*n[0] - n[1]*n[1] - n[2] * n[2]); - p = entity->axis().up() + u * n; - - side = entity->state()->axis().forward().x * p.x + - entity->state()->axis().forward().y * p.y + - entity->state()->axis().forward().z * p.z; - - l = p.length(); - if ((fabs(side) - MIN_DELTA > 0)) { - cosangle = math::dotproduct(p, entity->state()->axis().up()); - if (fabs(cosangle) + MIN_DELTA < 1 ) { - angle = acos(cosangle) * 180.0f / M_PI; - angle = math::sgnf(side) * angle * timeoffset(); - entity->state()->state_axis.change_pitch(-angle); - } - } - - // clientstate axis: direction - - // project entity->axis().forward() into the plane with entity->state()->axis().up() normal - n = entity->state()->axis().up(); - p = entity->axis().forward(); - u = p[0]*n[0] + p[1]*n[1] + p[2]*n[2] / (-n[0]*n[0] - n[1]*n[1] - n[2] * n[2]); - p = entity->axis().forward() + u * n; - - side = entity->state()->axis().left().x * p.x + - entity->state()->axis().left().y * p.y + - entity->state()->axis().left().z * p.z; - - l = p.length(); - if ((fabs(side) - MIN_DELTA > 0)) { - cosangle = math::dotproduct(p, entity->state()->axis().forward()); - if (fabs(cosangle) + MIN_DELTA < 1 ) { - angle = acos(cosangle) * 180.0f / M_PI; - angle = math::sgnf(side) * angle * timeoffset(); - entity->state()->state_axis.change_direction(angle); - } + + float cosangle; // cosine of an angle + float angle; // angle in radians + math::Vector3f n; // normal of a plane + + n.assign(math::crossproduct( entity->state()->axis().forward(), entity->axis().forward())); + if (!(n.length() < MIN_DELTA)) { + n.normalize(); + cosangle = math::dotproduct( entity->state()->axis().forward(), entity->axis().forward()); + angle = acos(cosangle) * timeoffset(); // * 180.0f / M_PI; + if (angle > MIN_DELTA) + entity->state()->state_axis.rotate(n, -angle); } - - // clientstate axis: roll - - // project entity->axis().up() into the plane with entity->state()->axis().forward() normal - n = entity->state()->axis().forward(); - p = entity->axis().up(); - u = p[0]*n[0] + p[1]*n[1] + p[2]*n[2] / (-n[0]*n[0] - n[1]*n[1] - n[2] * n[2]); - p = entity->axis().up() + u * n; - - side = entity->state()->axis().left().x * p.x + - entity->state()->axis().left().y * p.y + - entity->state()->axis().left().z * p.z; - - l = p.length(); - if ((fabs(side) - MIN_DELTA > 0)) { - cosangle = math::dotproduct(p, entity->state()->axis().up()); - if (fabs(cosangle) + MIN_DELTA < 1 ) { - angle = acos(cosangle) * 180.0f / M_PI; - angle = math::sgnf(side) * angle * timeoffset(); - entity->state()->state_axis.change_roll(angle); - } + + n.assign(math::crossproduct( entity->state()->axis().left(), entity->axis().left())); + if (!(n.length() < MIN_DELTA)) { + n.normalize(); + cosangle = math::dotproduct( entity->state()->axis().left(), entity->axis().left()); + angle = acos(cosangle) * timeoffset(); // * 180.0f / M_PI; + if (angle > MIN_DELTA) + entity->state()->state_axis.rotate(n, -angle); } - + + n.assign(math::crossproduct( entity->state()->axis().up(), entity->axis().up())); + if (!(n.length() < MIN_DELTA)) { + n.normalize(); + cosangle = math::dotproduct( entity->state()->axis().up(), entity->axis().up()); + angle = acos(cosangle) * timeoffset(); // * 180.0f / M_PI; + if (angle > MIN_DELTA) + entity->state()->state_axis.rotate(n, -angle); + } + } else { entity->state()->state_axis.assign(entity->axis()); } |