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
@@ -110,8 +110,15 @@ namespace Multiplayer
if (networkTransform != nullptr)
{
// We're not presently factoring in interpolated position here
const AZ::Vector3 rewindCenter = networkTransform->GetTranslation(); // Get the rewound position
// Get the rewound position for target host frame ID plus the one preceding it for potential lerp
AZ::Vector3 rewindCenter = networkTransform->GetTranslation();
const AZ::Vector3 rewindCenterPrevious = networkTransform->GetTranslationPrevious();
const float blendFactor = GetNetworkTime()->GetHostBlendFactor();
if (!AZ::IsClose(blendFactor, 1.0f) && !rewindCenter.IsClose(rewindCenterPrevious))
{
// If we have a blend factor, lerp the translation for accuracy
rewindCenter = rewindCenterPrevious.Lerp(rewindCenter, blendFactor);
}
const AZ::Vector3 rewindOffset = rewindCenter - currentCenter; // Compute offset between rewound and current positions
const AZ::Aabb rewoundAabb = currentBounds.GetTranslated(rewindOffset); // Apply offset to the entity aabb