chore: old unity compat for PredictedRigidbody (#3781)

This commit is contained in:
Robin Rolf 2024-03-15 14:12:20 +00:00 committed by MrGadget
parent 9ce8f9b5f8
commit 074e0d6dc6

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@ -348,6 +348,17 @@ protected virtual void SmoothFollowPhysicsCopy()
// float positionStep = (distance * distance) * interpolationSpeed; // float positionStep = (distance * distance) * interpolationSpeed;
float positionStep = distance * positionInterpolationSpeed; float positionStep = distance * positionInterpolationSpeed;
Vector3 newPosition = MoveTowardsCustom(currentPosition, physicsPosition, delta, sqrDistance, distance, positionStep * deltaTime);
// smoothly interpolate to the target rotation.
// Quaternion.RotateTowards doesn't seem to work at all, so let's use SLerp.
// Quaternions always need to be normalized in order to be a valid rotation after operations
Quaternion newRotation = Quaternion.Slerp(currentRotation, physicsRotation, rotationInterpolationSpeed * deltaTime).normalized;
// assign position and rotation together. faster than accessing manually.
tf.SetPositionAndRotation(newPosition, newRotation);
}
// simple and slow version with MoveTowards, which recalculates delta and delta.sqrMagnitude: // simple and slow version with MoveTowards, which recalculates delta and delta.sqrMagnitude:
// Vector3 newPosition = Vector3.MoveTowards(currentPosition, physicsPosition, positionStep * deltaTime); // Vector3 newPosition = Vector3.MoveTowards(currentPosition, physicsPosition, positionStep * deltaTime);
// faster version copied from MoveTowards: // faster version copied from MoveTowards:
@ -374,17 +385,6 @@ static Vector3 MoveTowardsCustom(
current.z + _delta.z * distFactor); current.z + _delta.z * distFactor);
} }
Vector3 newPosition = MoveTowardsCustom(currentPosition, physicsPosition, delta, sqrDistance, distance, positionStep * deltaTime);
// smoothly interpolate to the target rotation.
// Quaternion.RotateTowards doesn't seem to work at all, so let's use SLerp.
// Quaternions always need to be normalized in order to be a valid rotation after operations
Quaternion newRotation = Quaternion.Slerp(currentRotation, physicsRotation, rotationInterpolationSpeed * deltaTime).normalized;
// assign position and rotation together. faster than accessing manually.
tf.SetPositionAndRotation(newPosition, newRotation);
}
// destroy visual copy only in OnStopClient(). // destroy visual copy only in OnStopClient().
// OnDestroy() wouldn't be called for scene objects that are only disabled instead of destroyed. // OnDestroy() wouldn't be called for scene objects that are only disabled instead of destroyed.
public override void OnStopClient() public override void OnStopClient()