2022-01-16 04:34:52 -08:00

191 lines
5.2 KiB
C#

using Mirror;
using QSB.Utility;
using QSB.WorldSync;
using UnityEngine;
namespace QSB.Syncs.Unsectored.Rigidbodies
{
public abstract class UnsectoredRigidbodySync : BaseUnsectoredSync
{
public const float PositionMovedThreshold = 0.05f;
public const float AngleRotatedThreshold = 0.05f;
public const float VelocityChangeThreshold = 0.05f;
public const float AngVelocityChangeThreshold = 0.05f;
protected Vector3 _relativeVelocity;
protected Vector3 _relativeAngularVelocity;
protected Vector3 _prevVelocity;
protected Vector3 _prevAngularVelocity;
/// <summary>
/// The previous position of the VISIBLE object, as if parented to the reference.
/// </summary>
protected Vector3 _localPrevPosition;
/// <summary>
/// The previous rotation of the VISIBLE object, as if parented to the reference.
/// </summary>
protected Quaternion _localPrevRotation;
protected Vector3 _localPrevVelocity;
protected Vector3 _localPrevAngularVelocity;
public OWRigidbody AttachedRigidbody { get; set; }
protected abstract OWRigidbody GetRigidbody();
protected override Transform InitAttachedTransform()
{
AttachedRigidbody = GetRigidbody();
return AttachedRigidbody.transform;
}
protected override void UpdatePrevData()
{
_prevPosition = transform.position;
_prevRotation = transform.rotation;
_prevVelocity = _relativeVelocity;
_prevAngularVelocity = _relativeAngularVelocity;
}
protected override void Serialize(NetworkWriter writer)
{
base.Serialize(writer);
writer.Write(transform.position);
writer.Write(transform.rotation);
writer.Write(_relativeVelocity);
writer.Write(_relativeAngularVelocity);
}
protected override void Deserialize(NetworkReader reader)
{
base.Deserialize(reader);
var pos = reader.ReadVector3();
var rot = reader.ReadQuaternion();
var relativeVelocity = reader.ReadVector3();
var relativeAngularVelocity = reader.ReadVector3();
if (!WorldObjectManager.AllObjectsReady)
{
return;
}
transform.position = pos;
transform.rotation = rot;
_relativeVelocity = relativeVelocity;
_relativeAngularVelocity = relativeAngularVelocity;
}
protected void SetValuesToSync()
{
transform.position = ReferenceTransform.ToRelPos(AttachedRigidbody.GetPosition());
transform.rotation = ReferenceTransform.ToRelRot(AttachedRigidbody.GetRotation());
_relativeVelocity = ReferenceTransform.GetAttachedOWRigidbody().ToRelVel(AttachedRigidbody.GetVelocity(), AttachedRigidbody.GetPosition());
_relativeAngularVelocity = ReferenceTransform.GetAttachedOWRigidbody().ToRelAngVel(AttachedRigidbody.GetAngularVelocity());
}
protected override bool UpdateTransform()
{
if (hasAuthority)
{
SetValuesToSync();
return true;
}
var targetPos = ReferenceTransform.FromRelPos(transform.position);
var targetRot = ReferenceTransform.FromRelRot(transform.rotation);
var positionToSet = targetPos;
var rotationToSet = targetRot;
if (UseInterpolation)
{
positionToSet = ReferenceTransform.FromRelPos(SmoothPosition);
rotationToSet = ReferenceTransform.FromRelRot(SmoothRotation);
}
var hasMoved = CustomHasMoved(
transform.position,
_localPrevPosition,
transform.rotation,
_localPrevRotation,
_relativeVelocity,
_localPrevVelocity,
_relativeAngularVelocity,
_localPrevAngularVelocity);
_localPrevPosition = transform.position;
_localPrevRotation = transform.rotation;
_localPrevVelocity = _relativeVelocity;
_localPrevAngularVelocity = _relativeAngularVelocity;
if (!hasMoved)
{
return true;
}
AttachedRigidbody.MoveToPosition(positionToSet);
AttachedRigidbody.MoveToRotation(rotationToSet);
var targetVelocity = ReferenceTransform.GetAttachedOWRigidbody().FromRelVel(_relativeVelocity, targetPos);
var targetAngularVelocity = ReferenceTransform.GetAttachedOWRigidbody().FromRelAngVel(_relativeAngularVelocity);
AttachedRigidbody.SetVelocity(targetVelocity);
AttachedRigidbody.SetAngularVelocity(targetAngularVelocity);
return true;
}
protected override bool HasChanged()
=> CustomHasMoved(
transform.position,
_prevPosition,
transform.rotation,
_prevRotation,
_relativeVelocity,
_prevVelocity,
_relativeAngularVelocity,
_prevAngularVelocity);
// OPTIMIZE : optimize by using sqrMagnitude
internal bool CustomHasMoved(
Vector3 newPosition,
Vector3 prevPosition,
Quaternion newRotation,
Quaternion prevRotation,
Vector3 newVelocity,
Vector3 prevVelocity,
Vector3 newAngVelocity,
Vector3 prevAngVelocity)
{
var displacementMagnitude = (newPosition - prevPosition).magnitude;
if (displacementMagnitude > PositionMovedThreshold)
{
return true;
}
if (Quaternion.Angle(newRotation, prevRotation) > AngleRotatedThreshold)
{
return true;
}
var velocityChangeMagnitude = (newVelocity - prevVelocity).magnitude;
var angularVelocityChangeMagnitude = (newAngVelocity - prevAngVelocity).magnitude;
if (velocityChangeMagnitude > VelocityChangeThreshold)
{
return true;
}
if (angularVelocityChangeMagnitude > AngVelocityChangeThreshold)
{
return true;
}
return false;
}
}
}