41 lines
1.1 KiB
C
41 lines
1.1 KiB
C
#include "zpl.h"
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#include "prediction.h"
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#include "world/world.h"
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#include "game.h"
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#define PREDICT_SMOOTH_FACTOR_LO 0.10
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#define PREDICT_SMOOTH_FACTOR_HI 0.01
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static inline float map_factor(float x) {
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x = 1.0f - zpl_clamp01(x);
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return 1.0f - x*x*x*x*x*x*x*x;
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}
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float smooth_val(float cur, float tgt, uint64_t dt) {
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float factor = zpl_clamp01(map_factor(zpl_unlerp(dt, WORLD_TRACKER_UPDATE_FAST_MS, WORLD_TRACKER_UPDATE_SLOW_MS)));
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#if 0
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dt = 200;
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factor = map_factor(zpl_unlerp(dt, WORLD_TRACKER_UPDATE_FAST_MS, WORLD_TRACKER_UPDATE_SLOW_MS));
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zpl_printf("lerp factor: %f\n", factor);
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zpl_exit(0);
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#endif
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return zpl_lerp(cur, tgt, zpl_lerp(PREDICT_SMOOTH_FACTOR_LO, PREDICT_SMOOTH_FACTOR_HI, factor));
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}
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void predict_receive_update(entity_view *d, entity_view *data) {
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if (d && data->flag & EFLAG_INTERP) {
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// NOTE(zaklaus): store target pos but keep x,y unchanged
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float tx = data->x;
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float ty = data->y;
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data->x = d->x;
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data->y = d->y;
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data->tx = tx;
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data->ty = ty;
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}
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data->tran_effect = d->tran_effect;
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data->tran_time = d->tran_time;
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}
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