Implemented physics interpolation

This commit is contained in:
2024-02-27 21:05:55 +01:00
parent ca7fa120ea
commit 489a14061a
23 changed files with 226 additions and 68 deletions

View File

@ -1,22 +1,25 @@
class_name ProxyController
extends Controller
@export var interpolation_speed := 5.0
@export var interpolation_speed := 20.0
var player: Player
var movement: MovementComponent
var server_position: Vector3
func _init(new_player: Player):
player = new_player
movement = player.movement
name = "Controller"
process_physics_priority = 1
func _ready():
server_position = player.position
func _physics_process(delta: float):
if absf(server_position.x - player.position.x) < 0.001 && absf(server_position.z - player.position.z) < 0.001:
if absf(server_position.x - movement.physics_position.x) < 0.001 && absf(server_position.z - movement.physics_position.z) < 0.001:
return
var time := interpolation_speed * delta
player.position.x = Math.dampf(player.position.x, server_position.x, time)
player.position.z = Math.dampf(player.position.z, server_position.z, time)
movement.physics_position.x = Math.dampf(movement.physics_position.x, server_position.x, time)
movement.physics_position.z = Math.dampf(movement.physics_position.z, server_position.z, time)