Cleaning up NetworkTime and reworking how we approach network interpolation

Signed-off-by: puvvadar <puvvadar@amazon.com>
This commit is contained in:
puvvadar
2021-09-02 14:24:46 -07:00
parent de512db010
commit c5d8c194df
9 changed files with 66 additions and 102 deletions
@@ -403,9 +403,9 @@ namespace Multiplayer
m_entityServerMigrationEvent.Signal(m_netEntityHandle, hostId, connectionId);
}
void NetBindComponent::NotifyPreRender(float deltaTime, float blendFactor)
void NetBindComponent::NotifyPreRender(float deltaTime)
{
m_entityPreRenderEvent.Signal(deltaTime, blendFactor);
m_entityPreRenderEvent.Signal(deltaTime);
}
void NetBindComponent::NotifyCorrection()
@@ -26,11 +26,7 @@ namespace Multiplayer
}
NetworkTransformComponent::NetworkTransformComponent()
: m_rotationEventHandler([this](const AZ::Quaternion& rotation) { OnRotationChangedEvent(rotation); })
, m_translationEventHandler([this](const AZ::Vector3& translation) { OnTranslationChangedEvent(translation); })
, m_scaleEventHandler([this](float scale) { OnScaleChangedEvent(scale); })
, m_resetCountEventHandler([this](const uint8_t&) { OnResetCountChangedEvent(); })
, m_entityPreRenderEventHandler([this](float deltaTime, float blendFactor) { OnPreRender(deltaTime, blendFactor); })
: m_entityPreRenderEventHandler([this](float deltaTime) { OnPreRender(deltaTime); })
, m_entityCorrectionEventHandler([this]() { OnCorrection(); })
{
;
@@ -43,15 +39,8 @@ namespace Multiplayer
void NetworkTransformComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
{
RotationAddEvent(m_rotationEventHandler);
TranslationAddEvent(m_translationEventHandler);
ScaleAddEvent(m_scaleEventHandler);
ResetCountAddEvent(m_resetCountEventHandler);
GetNetBindComponent()->AddEntityPreRenderEventHandler(m_entityPreRenderEventHandler);
GetNetBindComponent()->AddEntityCorrectionEventHandler(m_entityCorrectionEventHandler);
// When coming into relevance, reset all blending factors so we don't interpolate to our start position
OnResetCountChangedEvent();
}
void NetworkTransformComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
@@ -59,59 +48,31 @@ namespace Multiplayer
;
}
void NetworkTransformComponent::OnRotationChangedEvent(const AZ::Quaternion& rotation)
{
m_previousTransform.SetRotation(m_targetTransform.GetRotation());
m_targetTransform.SetRotation(rotation);
UpdateTargetHostFrameId();
}
void NetworkTransformComponent::OnTranslationChangedEvent(const AZ::Vector3& translation)
{
m_previousTransform.SetTranslation(m_targetTransform.GetTranslation());
m_targetTransform.SetTranslation(translation);
UpdateTargetHostFrameId();
}
void NetworkTransformComponent::OnScaleChangedEvent(float scale)
{
m_previousTransform.SetUniformScale(m_targetTransform.GetUniformScale());
m_targetTransform.SetUniformScale(scale);
UpdateTargetHostFrameId();
}
void NetworkTransformComponent::OnResetCountChangedEvent()
{
m_targetTransform.SetRotation(GetRotation());
m_targetTransform.SetTranslation(GetTranslation());
m_targetTransform.SetUniformScale(GetScale());
m_previousTransform = m_targetTransform;
}
void NetworkTransformComponent::UpdateTargetHostFrameId()
{
HostFrameId currentHostFrameId = Multiplayer::GetNetworkTime()->GetHostFrameId();
if (currentHostFrameId > m_targetHostFrameId)
{
m_targetHostFrameId = currentHostFrameId;
}
}
void NetworkTransformComponent::OnPreRender([[maybe_unused]] float deltaTime, float blendFactor)
void NetworkTransformComponent::OnPreRender([[maybe_unused]] float deltaTime)
{
if (!HasController())
{
AZ::Transform blendTransform;
if (Multiplayer::GetNetworkTime() && Multiplayer::GetNetworkTime()->GetHostFrameId() > m_targetHostFrameId)
blendTransform.SetRotation(GetRotation());
blendTransform.SetTranslation(GetTranslation());
blendTransform.SetUniformScale(GetScale());
const float blendFactor = GetNetworkTime()->GetHostBlendFactor();
if (!!AZ::IsClose(blendFactor, 1.0f))
{
m_previousTransform = m_targetTransform;
blendTransform = m_targetTransform;
}
else
{
blendTransform.SetRotation(m_previousTransform.GetRotation().Slerp(m_targetTransform.GetRotation(), blendFactor));
blendTransform.SetTranslation(m_previousTransform.GetTranslation().Lerp(m_targetTransform.GetTranslation(), blendFactor));
blendTransform.SetUniformScale(AZ::Lerp(m_previousTransform.GetUniformScale(), m_targetTransform.GetUniformScale(), blendFactor));
AZ::Transform blendTransformPrevious;
blendTransformPrevious.SetRotation(GetRotationPrevious());
blendTransformPrevious.SetTranslation(GetTranslationPrevious());
blendTransformPrevious.SetUniformScale(GetScalePrevious());
if (!blendTransform.IsClose(blendTransformPrevious))
{
blendTransform.SetRotation(blendTransformPrevious.GetRotation().Slerp(blendTransform.GetRotation(), blendFactor));
blendTransform.SetTranslation(
blendTransformPrevious.GetTranslation().Lerp(blendTransform.GetTranslation(), blendFactor));
blendTransform.SetUniformScale(
AZ::Lerp(blendTransformPrevious.GetUniformScale(), blendTransform.GetUniformScale(), blendFactor));
}
}
if (!GetTransformComponent()->GetWorldTM().IsClose(blendTransform))
@@ -124,12 +85,15 @@ namespace Multiplayer
void NetworkTransformComponent::OnCorrection()
{
// Snap to latest
OnResetCountChangedEvent();
AZ::Transform targetTransform;
targetTransform.SetRotation(GetRotation());
targetTransform.SetTranslation(GetTranslation());
targetTransform.SetUniformScale(GetScale());
// Hard set the entities transform
if (!GetTransformComponent()->GetWorldTM().IsClose(m_targetTransform))
if (!GetTransformComponent()->GetWorldTM().IsClose(targetTransform))
{
GetTransformComponent()->SetWorldTM(m_targetTransform);
GetTransformComponent()->SetWorldTM(targetTransform);
}
}