From 58fa27476e4be965d78782a971439e430032d6b0 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Sat, 10 May 2008 12:32:05 +0000 Subject: more interpolation issues --- src/core/gameinterface.cc | 67 ++++++++++++++++++++++++++--------------------- 1 file changed, 37 insertions(+), 30 deletions(-) (limited to 'src/core/gameinterface.cc') diff --git a/src/core/gameinterface.cc b/src/core/gameinterface.cc index 99f884d..c3df020 100644 --- a/src/core/gameinterface.cc +++ b/src/core/gameinterface.cc @@ -140,50 +140,57 @@ void GameInterface::update_clientstate(float seconds) if (core::game()->clientframetime() < core::game()->serverframetime()) { // http://local.wasp.uwa.edu.au/~pbourke/geometry/planeline/ + float cosangle; + float angle; float side; float u; + math::Vector3f n; + math::Vector3f p; + // clientstate axis: direction - - side = entity->state()->axis().left().x * entity->axis().forward().x + - entity->state()->axis().left().y * entity->axis().forward().y + - entity->state()->axis().left().z * entity->axis().forward().z; - if (fabs(side) < 0.9999) { - // project entity->axis().forward() into the plane with entity->state()->axis().up() normal - math::Vector3f const & n = entity->state()->axis().up(); - math::Vector3f 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; + // project entity->axis().forward() into the plane with entity->state()->axis().up() normal + n = entity->state()->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().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; + + if (fabs(side) > 0.00005f) { + cosangle = math::dotproduct(p, entity->state()->axis().forward()); + if (fabs(cosangle) < 0.99995f) { + angle = acos(cosangle) * 180.0f / M_PI; + angle = math::sgnf(side) * angle * seconds / + (core::game()->serverframetime() - core::game()->clientframetime()); - float cosangle = math::dotproduct(p, entity->state()->axis().forward()); - float angle = acos(cosangle) * 180.0f / M_PI; - angle = math::sgnf(side) * angle * seconds / - (core::game()->serverframetime() - core::game()->clientframetime()); - - if (angle > 0.001) entity->state()->state_axis.change_direction(angle); + } } // clientstate axis: pitch - side = entity->state()->axis().forward().x * entity->axis().up().x + - entity->state()->axis().forward().y * entity->axis().up().y + - entity->state()->axis().forward().z * entity->axis().up().z; - if (fabs(side) < 0.9999) { - // project entity->axis().up() into the plane with entity->state()->axis()->left() normal - math::Vector3f const & n = entity->state()->axis().left(); - math::Vector3f 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; + // project entity->axis().up() into the plane with entity->state()->axis()->left() normal + n = entity->state()->axis().left(); + 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; - float cosangle = math::dotproduct(p, entity->state()->axis().up()); - float angle = acos(cosangle) * 180.0f / M_PI; - angle = math::sgnf(side) * angle * seconds / - (core::game()->serverframetime() - core::game()->clientframetime()); + if (fabs(side) > 0.00005f) { + cosangle = math::dotproduct(p, entity->state()->axis().up()); + + if (fabs(cosangle) < 0.99995f) { + angle = acos(cosangle) * 180.0f / M_PI; + angle = math::sgnf(side) * angle * seconds / + (core::game()->serverframetime() - core::game()->clientframetime()); - if (angle > 0.001) entity->state()->state_axis.change_pitch(-angle); + } } -- cgit v1.2.3