Commit 0e87a8b6 authored by DavidWyand-GG's avatar DavidWyand-GG

New RigidShape method to force client

New forceClientTransform() console method to force a RigidShape's
transform on the client.  This is used when you transform a RigidShape
on the server and want the client to immediately transform rather than
interpolate to the transform.
parent c7769f0d
......@@ -1003,6 +1003,11 @@ void RigidShape::setTransform(const MatrixF& newMat)
mContacts.clear();
}
void RigidShape::forceClientTransform()
{
setMaskBits(ForceMoveMask);
}
//-----------------------------------------------------------------------------
......@@ -1456,6 +1461,8 @@ U32 RigidShape::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
if (stream->writeFlag(mask & PositionMask))
{
stream->writeFlag(mask & ForceMoveMask);
stream->writeCompressedPoint(mRigid.linPosition);
mathWrite(*stream, mRigid.angPosition);
mathWrite(*stream, mRigid.linMomentum);
......@@ -1480,6 +1487,10 @@ void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
if (stream->readFlag())
{
// Check if we need to jump to the given transform
// rather than interpolate to it.
bool forceUpdate = stream->readFlag();
mPredictionCount = sMaxPredictionTicks;
F32 speed = mRigid.linVelocity.len();
mDelta.warpRot[0] = mRigid.angPosition;
......@@ -1492,7 +1503,7 @@ void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
mRigid.atRest = stream->readFlag();
mRigid.updateVelocity();
if (isProperlyAdded())
if (!forceUpdate && isProperlyAdded())
{
// Determine number of ticks to warp based on the average
// of the client and server velocities.
......@@ -1710,3 +1721,12 @@ DefineEngineMethod( RigidShape, freezeSim, void, (bool isFrozen),,
{
object->freezeSim(isFrozen);
}
DefineEngineMethod( RigidShape, forceClientTransform, void, (),,
"@brief Forces the client to jump to the RigidShape's transform rather then warp to it.\n\n")
{
if(object->isServerObject())
{
object->forceClientTransform();
}
}
......@@ -152,10 +152,11 @@ class RigidShape: public ShapeBase
WheelCollision = BIT(1),
};
enum MaskBits {
PositionMask = Parent::NextFreeMask << 0,
EnergyMask = Parent::NextFreeMask << 1,
FreezeMask = Parent::NextFreeMask << 2,
NextFreeMask = Parent::NextFreeMask << 3
PositionMask = Parent::NextFreeMask << 0,
EnergyMask = Parent::NextFreeMask << 1,
FreezeMask = Parent::NextFreeMask << 2,
ForceMoveMask = Parent::NextFreeMask << 3,
NextFreeMask = Parent::NextFreeMask << 4
};
void updateDustTrail( F32 dt );
......@@ -283,6 +284,10 @@ public:
/// @param impulse Impulse vector to apply.
void applyImpulse(const Point3F &r, const Point3F &impulse);
/// Forces the client to jump to the RigidShape's transform rather
/// then warp to it.
void forceClientTransform();
void getCameraParameters(F32 *min, F32* max, Point3F* offset, MatrixF* rot);
void getCameraTransform(F32* pos, MatrixF* mat);
///@}
......
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