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blend curve & sample
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@ -33,8 +33,10 @@ public class ForecastRigidbody : NetworkBehaviour
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Vector3 lastPosition;
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[Header("Blending")]
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[Tooltip("Blend for multiplier x syncinterval time before hard following the server state again.")]
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public float blendTime = 0.500f; // TODO multiples of syncinterval?
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[Tooltip("Blend to remote state over this period of time, accelerating the blending exponentially.")]
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public float blendingTime = 0.500f;
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[Tooltip("Blending speed over time from 0 to 1. Exponential is recommended.")]
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public AnimationCurve blendingCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
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[Tooltip("How fast to interpolate to the target position, relative to how far we are away from it.\nHigher value will be more jitter but sharper moves, lower value will be less jitter but a little too smooth / rounded moves.")]
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public float positionBlendingSpeed = 15; // 10 is a little too low for billiards at least
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public float rotationBlendingSpeed = 10;
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@ -95,8 +97,7 @@ public class ForecastRigidbody : NetworkBehaviour
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public bool debugColors = false;
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Color originalColor = Color.white;
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public Color predictingColor = Color.green;
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public Color blendingBehindColor = Color.gray; // when trying to blend but it's still behind us so we ignore it to not jitter
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public Color blendingAheadColor = Color.yellow; // when actually interpolating towards a blend in front of us
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public Color blendingColor = Color.yellow; // when actually interpolating towards a blend in front of us
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protected virtual void Awake()
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{
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@ -153,6 +154,7 @@ protected void BeginPredicting()
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}
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double blendingStartTime;
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float BlendingElapsedTime() => (float)(NetworkTime.time - blendingStartTime);
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protected void BeginBlending()
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{
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state = ForecastState.BLENDING;
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@ -215,7 +217,6 @@ bool RemoteInSameDirection()
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return !opposite;
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}
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// when using Fast mode, we don't create any ghosts.
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// but we still want to check IsMoving() in order to support the same
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// user callbacks.
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@ -234,7 +235,20 @@ void UpdateClient()
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// TODO snapshot interpolation
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// blend between local and remote position
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// set debug color
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if (debugColors)
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{
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rend.material.color = blendingColor;
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}
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// sample the blending curve to find out how much to blend right now
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float blendingElapsed = BlendingElapsedTime();
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float relativeElapsed = blendingElapsed / blendingTime;
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float p = blendingCurve.Evaluate(relativeElapsed);
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Debug.Log($"{name} BLENDING @ {blendingElapsed:F2} / {blendingTime:F2} => {(p*100):F0}%");
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/*
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if (!RemoteInSameDirection())
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{
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// debug draw the delta that we aren't using yet
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@ -284,7 +298,7 @@ void UpdateClient()
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{
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BeginFollow();
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}
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}
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}*/
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}
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else if (state == ForecastState.FOLLOWING)
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{
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@ -336,7 +350,7 @@ void OnDrawGizmos()
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// draw server state while blending
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if (state == ForecastState.BLENDING)
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{
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Gizmos.color = RemoteInSameDirection() ? blendingAheadColor : blendingBehindColor;
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Gizmos.color = blendingColor;
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Gizmos.DrawWireCube(lastReceivedState.position, col.bounds.size);
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}
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}
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