forked from mirror/openmw-tes3mp
[Client] Only apply interpolation when positions don't change too much
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22e2135ce1
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1f747d4375
2 changed files with 12 additions and 1 deletions
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@ -65,9 +65,12 @@ void DedicatedActor::move(float dt)
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ESM::Position refPos = ptr.getRefData().getPosition();
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MWBase::World *world = MWBase::Environment::get().getWorld();
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// Apply interpolation only if the position hasn't changed too much from last time
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bool shouldInterpolate = abs(position.pos[0] - refPos.pos[0]) < 4 && abs(position.pos[1] - refPos.pos[1]) < 4 && abs(position.pos[2] - refPos.pos[2]) < 4;
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// Don't apply linear interpolation if the DedicatedActor has just gone through a cell change, because
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// the interpolated position will be invalid, causing a slight hopping glitch
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if (!hasChangedCell)
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if (shouldInterpolate && !hasChangedCell)
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{
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static const int timeMultiplier = 15;
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osg::Vec3f lerp = Main::get().getMechanicsHelper()->getLinearInterpolation(refPos.asVec3(), position.asVec3(), dt * timeMultiplier);
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@ -94,6 +94,10 @@ void DedicatedPlayer::move(float dt)
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ESM::Position refPos = ptr.getRefData().getPosition();
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MWBase::World *world = MWBase::Environment::get().getWorld();
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// Apply interpolation only if the position hasn't changed too much from last time
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bool shouldInterpolate = abs(position.pos[0] - refPos.pos[0]) < 4 && abs(position.pos[1] - refPos.pos[1]) < 4 && abs(position.pos[2] - refPos.pos[2]) < 4;
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if (shouldInterpolate)
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{
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static const int timeMultiplier = 15;
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osg::Vec3f lerp = Main::get().getMechanicsHelper()->getLinearInterpolation(refPos.asVec3(), position.asVec3(), dt * timeMultiplier);
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@ -103,6 +107,10 @@ void DedicatedPlayer::move(float dt)
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world->moveObject(ptr, refPos.pos[0], refPos.pos[1], refPos.pos[2]);
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}
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else
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{
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world->moveObject(ptr, position.pos[0], position.pos[1], position.pos[2]);
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}
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MWMechanics::Movement *move = &ptr.getClass().getMovementSettings(ptr);
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move->mPosition[0] = direction.pos[0];
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