server rotation fix
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@ -384,6 +384,7 @@ Transvoxel implementation
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- Scaling LODed chunks by lod level
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Fix items falling below the ground
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Fix server always rotating entity to face client camera -- should only be changing movement vector
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# TODO
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@ -101,6 +101,9 @@ public class ClientGroundMovementTree implements BehaviorTree {
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long lastUpdateTime = 0;
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//the last position reported by the server
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Vector3d lastServerPosition = null;
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//the vector controling the direction the entity will move in
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Vector3d movementVector = new Vector3d(1,0,0);
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/**
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* Constructor
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@ -186,44 +189,44 @@ public class ClientGroundMovementTree implements BehaviorTree {
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// Model entityModel = Globals.assetManager.fetchModel(EntityUtils.getEntityModelPath(parent));
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Vector3d position = EntityUtils.getPosition(parent);
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Vector3d facingVector = CreatureUtils.getFacingVector(parent);
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Vector3d movementVector = new Vector3d(facingVector);
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DBody body = PhysicsEntityUtils.getDBody(parent);
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DVector3C linearVelocity = body.getLinearVel();
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switch(facing){
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case FORWARD:
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movementVector.normalize();
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break;
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case LEFT:
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movementVector.rotateY((float)(90 * Math.PI / 180)).normalize();
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break;
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case RIGHT:
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movementVector.rotateY((float)(-90 * Math.PI / 180)).normalize();
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break;
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case BACKWARD:
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movementVector.x = -movementVector.x;
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movementVector.z = -movementVector.z;
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movementVector.normalize();
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break;
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case FORWARD_LEFT:
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movementVector.rotateY((float)(45 * Math.PI / 180)).normalize();
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break;
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case FORWARD_RIGHT:
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movementVector.rotateY((float)(-45 * Math.PI / 180)).normalize();
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break;
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case BACKWARD_LEFT:
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movementVector.rotateY((float)(135 * Math.PI / 180)).normalize();
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break;
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case BACKWARD_RIGHT:
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movementVector.rotateY((float)(-135 * Math.PI / 180)).normalize();
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break;
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//
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//rotation update
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if(this.state != MovementTreeState.IDLE){
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this.movementVector.set(facingVector);
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switch(facing){
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case FORWARD:
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movementVector.normalize();
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break;
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case LEFT:
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movementVector.rotateY((float)(90 * Math.PI / 180)).normalize();
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break;
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case RIGHT:
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movementVector.rotateY((float)(-90 * Math.PI / 180)).normalize();
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break;
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case BACKWARD:
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movementVector.x = -movementVector.x;
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movementVector.z = -movementVector.z;
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movementVector.normalize();
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break;
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case FORWARD_LEFT:
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movementVector.rotateY((float)(45 * Math.PI / 180)).normalize();
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break;
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case FORWARD_RIGHT:
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movementVector.rotateY((float)(-45 * Math.PI / 180)).normalize();
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break;
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case BACKWARD_LEFT:
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movementVector.rotateY((float)(135 * Math.PI / 180)).normalize();
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break;
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case BACKWARD_RIGHT:
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movementVector.rotateY((float)(-135 * Math.PI / 180)).normalize();
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break;
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}
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}
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// float movementYaw = CameraEntityUtils.getCameraYaw(Globals.playerCamera);
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Quaterniond movementQuaternion = new Quaterniond().rotationTo(MathUtils.getOriginVector(), new Vector3d(facingVector.x,0,facingVector.z)).normalize();
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Quaterniond movementQuaternion = new Quaterniond().rotationTo(MathUtils.getOriginVector(), new Vector3d(movementVector.x,0,movementVector.z)).normalize();
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Quaterniond rotation = EntityUtils.getRotation(parent);
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//TODO: optimize away and document (I know for the moment if this exception isn't here it will bite me in the ass later)
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if(facingVector.length() == 0){
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throw new IllegalStateException("Facing vector length is 0. This will break ODE4J");
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}
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rotation.set(movementQuaternion);
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//parse attached network messages
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@ -69,6 +69,9 @@ public class ServerGroundMovementTree implements BehaviorTree {
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CopyOnWriteArrayList<EntityMessage> networkMessageQueue = new CopyOnWriteArrayList<EntityMessage>();
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long lastUpdateTime = 0;
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//the vector organizing the direction the entity will move in
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Vector3d movementVector = new Vector3d(1,0,0);
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private ServerGroundMovementTree(Entity e){
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@ -161,45 +164,49 @@ public class ServerGroundMovementTree implements BehaviorTree {
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// Model entityModel = Globals.assetManager.fetchModel(EntityUtils.getEntityModelPath(parent));
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Vector3d position = EntityUtils.getPosition(parent);
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Vector3d facingVector = CreatureUtils.getFacingVector(parent);
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Vector3d movementVector = new Vector3d(facingVector);
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DBody body = PhysicsEntityUtils.getDBody(parent);
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DVector3C linearVelocity = body.getLinearVel();
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switch(facing){
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case FORWARD:
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movementVector.normalize();
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break;
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case LEFT:
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movementVector.rotateY((float)(90 * Math.PI / 180)).normalize();
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break;
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case RIGHT:
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movementVector.rotateY((float)(-90 * Math.PI / 180)).normalize();
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break;
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case BACKWARD:
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movementVector.x = -movementVector.x;
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movementVector.z = -movementVector.z;
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movementVector.normalize();
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break;
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case FORWARD_LEFT:
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movementVector.rotateY((float)(45 * Math.PI / 180)).normalize();
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break;
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case FORWARD_RIGHT:
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movementVector.rotateY((float)(-45 * Math.PI / 180)).normalize();
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break;
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case BACKWARD_LEFT:
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movementVector.rotateY((float)(135 * Math.PI / 180)).normalize();
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break;
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case BACKWARD_RIGHT:
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movementVector.rotateY((float)(-135 * Math.PI / 180)).normalize();
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break;
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//
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//rotation update
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if(this.state != MovementTreeState.IDLE){
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this.movementVector.set(facingVector);
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switch(facing){
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case FORWARD:
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movementVector.normalize();
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break;
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case LEFT:
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movementVector.rotateY((float)(90 * Math.PI / 180)).normalize();
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break;
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case RIGHT:
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movementVector.rotateY((float)(-90 * Math.PI / 180)).normalize();
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break;
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case BACKWARD:
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movementVector.x = -movementVector.x;
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movementVector.z = -movementVector.z;
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movementVector.normalize();
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break;
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case FORWARD_LEFT:
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movementVector.rotateY((float)(45 * Math.PI / 180)).normalize();
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break;
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case FORWARD_RIGHT:
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movementVector.rotateY((float)(-45 * Math.PI / 180)).normalize();
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break;
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case BACKWARD_LEFT:
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movementVector.rotateY((float)(135 * Math.PI / 180)).normalize();
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break;
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case BACKWARD_RIGHT:
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movementVector.rotateY((float)(-135 * Math.PI / 180)).normalize();
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break;
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}
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}
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// float movementYaw = CameraEntityUtils.getCameraYaw(Globals.playerCamera);
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Quaterniond movementQuaternion = new Quaterniond().rotationTo(MathUtils.getOriginVector(), new Vector3d(facingVector.x,0,facingVector.z)).normalize();
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Quaterniond movementQuaternion = new Quaterniond().rotationTo(MathUtils.getOriginVector(), new Vector3d(movementVector.x,0,movementVector.z)).normalize();
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Quaterniond rotation = EntityUtils.getRotation(parent);
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rotation.set(movementQuaternion);
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//TODO: optimize away and document (I know for the moment if this exception isn't here it will bite me in the ass later)
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if(facingVector.length() == 0){
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throw new IllegalStateException("Facing vector length is 0. This will break ODE4J");
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}
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rotation.set(movementQuaternion);
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//parse attached network messages
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for(EntityMessage message : networkMessageQueue){
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@ -269,7 +276,6 @@ public class ServerGroundMovementTree implements BehaviorTree {
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);
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body.setAngularVel(0, 0, 0);
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// position.set(newPosition);
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rotation.set(movementQuaternion);
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GravityUtils.serverAttemptActivateGravity(parent);
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@ -320,7 +326,6 @@ public class ServerGroundMovementTree implements BehaviorTree {
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);
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body.setAngularVel(0, 0, 0);
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// position.set(newPosition);
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rotation.set(movementQuaternion);
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GravityUtils.serverAttemptActivateGravity(parent);
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@ -380,7 +385,6 @@ public class ServerGroundMovementTree implements BehaviorTree {
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);
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body.setAngularVel(0, 0, 0);
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// position.set(newPosition);
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rotation.set(movementQuaternion);
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GravityUtils.serverAttemptActivateGravity(parent);
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@ -182,11 +182,13 @@ public class ImGuiWindowMacros {
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ImGui.text("Player Entity Details");
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if(Globals.playerEntity != null){
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ImGui.text("Position: " + EntityUtils.getPosition(Globals.playerEntity));
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ImGui.text("Rotation: " + EntityUtils.getRotation(Globals.playerEntity));
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//server pos
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int serverIdForClientEntity = Globals.clientSceneWrapper.mapClientToServerId(Globals.playerEntity.getId());
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Entity serverPlayerEntity = EntityLookupUtils.getEntityById(serverIdForClientEntity);
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ImGui.text("Position (Server): " + EntityUtils.getPosition(serverPlayerEntity));
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ImGui.text("Rotation (Server): " + EntityUtils.getRotation(serverPlayerEntity));
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//client-side tree stuff
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DBody body = PhysicsEntityUtils.getDBody(Globals.playerEntity);
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