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-rw-r--r--src/core/gameinterface.cc108
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());
}