ClassiCube/Entities/NetPlayer.cs
2015-02-14 08:53:38 +11:00

102 lines
No EOL
3 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using ClassicalSharp.Renderers;
using OpenTK;
namespace ClassicalSharp {
public class NetPlayer : Player {
int tickCount = 0;
public NetPlayer( byte id, string displayName, string skinName, Game window ) : base( id, window ) {
DisplayName = displayName;
SkinName = Utils.StripColours( skinName );
renderer = new PlayerRenderer( this, window );
}
// Last known position and orientation sent by the server.
Vector3 serverPos;
float serverYaw, serverPitch;
public override void SetLocation( LocationUpdate update, bool interpolate ) {
Vector3 lastPos = serverPos;
float lastYaw = serverYaw, lastPitch = serverPitch;
if( update.IncludesPosition ) {
serverPos = update.RelativePosition ? serverPos + update.Pos : update.Pos;
}
if( update.IncludesOrientation ) {
serverYaw = update.Yaw;
serverPitch = update.Pitch;
}
if( !interpolate ) {
states.Clear();
newState = oldState = new State( tickCount, serverPos, serverYaw, serverPitch );
} else {
// Smoother interpolation by also adding midpoint.
Vector3 midPos = Vector3.Lerp( lastPos, serverPos, 0.5f );
float midYaw = Utils.InterpAngle( lastYaw, serverYaw, 0.5f );
float midPitch = Utils.InterpAngle( lastPitch, serverPitch, 0.5f );
states.Add( new State( tickCount, midPos, midYaw, midPitch ) );
states.Add( new State( tickCount, serverPos, serverYaw, serverPitch ) );
}
}
public override void Despawn() {
renderer.Dispose();
}
struct State {
public int tick;
public Vector3 pos;
public float yaw, pitch;
public State( int tick, Vector3 pos, float yaw, float pitch ) {
this.tick = tick;
this.pos = pos;
this.yaw = yaw;
this.pitch = pitch;
}
}
List<State> states = new List<State>();
State newState, oldState;
public override void Tick( double delta ) {
Bitmap bmp;
Window.AsyncDownloader.TryGetImage( "skin_" + SkinName, out bmp );
if( bmp != null ) {
Window.Graphics.DeleteTexture( renderer.TextureId );
renderer.TextureId = Window.Graphics.LoadTexture( bmp );
SkinType = Utils.GetSkinType( bmp );
bmp.Dispose();
}
tickCount++;
UpdateCurrentState();
UpdateAnimState( oldState.pos, newState.pos, delta );
}
void UpdateCurrentState() {
oldState = newState;
if( states.Count < 1 ) return;
do {
oldState = newState;
State state = states[0];
//if( state.tick > tickCount - 2 ) break; // 100 ms delay
newState = state;
states.RemoveAt( 0 );
} while( states.Count >= 10 ); // Drop old states, otherwise we will never be able to catch up.
}
public override void Render( double deltaTime, float t ) {
Position = Vector3.Lerp( oldState.pos, newState.pos, t );
YawDegrees = Utils.InterpAngle( oldState.yaw, newState.yaw, t );
PitchDegrees = Utils.InterpAngle( oldState.pitch, newState.pitch, t );
SetCurrentAnimState( t );
renderer.Render( deltaTime );
}
}
}