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2024-10-17 17:23:05 +03:00
// 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 TransformSnapshot : 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 remoteTime { get; set; }
// the local timestamp (when we received it)
// used to know if the first two snapshots are old enough to start.
public double localTime { get; set; }
public Vector3 position;
public Quaternion rotation;
public Vector3 scale;
public TransformSnapshot(double remoteTime, double localTime, Vector3 position, Quaternion rotation, Vector3 scale)
{
this.remoteTime = remoteTime;
this.localTime = localTime;
this.position = position;
this.rotation = rotation;
this.scale = scale;
}
public static TransformSnapshot Interpolate(TransformSnapshot from, TransformSnapshot 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 TransformSnapshot(
// 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)
);
}
public override string ToString() =>
$"TransformSnapshot(remoteTime={remoteTime:F2}, localTime={localTime:F2}, pos={position}, rot={rotation}, scale={scale})";
}
}