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have code where physics guesses at server values also avoid doing simple simulation of children of avatars
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2 changed files with 14 additions and 4 deletions
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@ -263,7 +263,7 @@ void EntitySimulation::moveSimpleKinematics(const quint64& now) {
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EntityItemPointer entity = *itemItr;
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// The entity-server doesn't know where avatars are, so don't attempt to do simple extrapolation for
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// children of avatars.
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// children of avatars. See related code in EntityMotionState::remoteSimulationOutOfSync.
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bool ancestryIsKnown;
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entity->getMaximumAACube(ancestryIsKnown);
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bool hasAvatarAncestor = entity->hasAncestorOfType(NestableType::Avatar);
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@ -317,9 +317,19 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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if (glm::length2(_serverVelocity) > 0.0f) {
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_serverVelocity += _serverAcceleration * dt;
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_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
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// NOTE: we ignore the second-order acceleration term when integrating
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// the position forward because Bullet also does this.
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_serverPosition += dt * _serverVelocity;
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// the entity-server doesn't know where avatars are, so it doesn't do simple extrapolation for children of
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// avatars. We are trying to guess what values the entity server has, so we don't do it here, either. See
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// related code in EntitySimulation::moveSimpleKinematics.
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bool ancestryIsKnown;
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_entity->getMaximumAACube(ancestryIsKnown);
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bool hasAvatarAncestor = _entity->hasAncestorOfType(NestableType::Avatar);
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if (ancestryIsKnown && !hasAvatarAncestor) {
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// NOTE: we ignore the second-order acceleration term when integrating
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// the position forward because Bullet also does this.
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_serverPosition += dt * _serverVelocity;
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}
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}
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if (_entity->actionDataNeedsTransmit()) {
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