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add interpolation for rigidbody sync
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@ -15,6 +15,10 @@ namespace QSB.Syncs.RigidbodySync
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public abstract bool IsReady { get; }
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public abstract bool UseInterpolation { get; }
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protected virtual float DistanceLeeway { get; } = 5f;
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private float _previousDistance;
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private const float SmoothTime = 0.1f;
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protected bool _isInitialized;
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protected IntermediaryTransform _intermediaryTransform;
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protected Vector3 _velocity;
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@ -22,6 +26,8 @@ namespace QSB.Syncs.RigidbodySync
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protected Vector3 _prevVelocity;
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protected Vector3 _prevAngularVelocity;
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private string _logName => $"{NetId}:{GetType().Name}";
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private Vector3 _positionSmoothVelocity;
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private Quaternion _rotationSmoothVelocity;
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protected abstract OWRigidbody GetRigidbody();
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@ -172,11 +178,17 @@ namespace QSB.Syncs.RigidbodySync
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return;
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}
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if (UseInterpolation)
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{
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AttachedObject.SetPosition(SmartPositionSmoothDamp(AttachedObject.transform.position, targetPos));
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AttachedObject.SetRotation(QuaternionHelper.SmoothDamp(AttachedObject.transform.rotation, targetRot, ref _rotationSmoothVelocity, SmoothTime));
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}
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else
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{
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AttachedObject.SetPosition(targetPos);
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AttachedObject.SetRotation(targetRot);
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//AttachedObject.transform.position = targetPos;
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//AttachedObject.transform.rotation = targetRot;
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//AttachedObject.SetVelocity(ReferenceTransform.GetAttachedOWRigidbody().GetPointVelocity(targetPos) + _velocity);
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}
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SetVelocity(AttachedObject, ReferenceTransform.GetAttachedOWRigidbody().GetPointVelocity(targetPos) + _velocity);
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AttachedObject.SetAngularVelocity(ReferenceTransform.GetAttachedOWRigidbody().GetAngularVelocity() + _angularVelocity);
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}
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@ -211,6 +223,20 @@ namespace QSB.Syncs.RigidbodySync
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_intermediaryTransform.SetReferenceTransform(transform);
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}
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// TODO : remove .Distance
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private Vector3 SmartPositionSmoothDamp(Vector3 currentPosition, Vector3 targetPosition)
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{
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var distance = Vector3.Distance(currentPosition, targetPosition);
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if (distance > _previousDistance + DistanceLeeway)
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{
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DebugLog.DebugWrite($"Warning - {AttachedObject.name} moved too far!", MessageType.Warning);
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_previousDistance = distance;
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return targetPosition;
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}
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_previousDistance = distance;
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return Vector3.SmoothDamp(currentPosition, targetPosition, ref _positionSmoothVelocity, SmoothTime);
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}
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// TODO : optimize by using sqrMagnitude
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public override bool HasMoved()
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{
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