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group2 0.1.0
CSE 125 Group 2
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Append + lookup helpers for the per-entity InterpolationBuffer. More...
#include "ecs/components/InterpolationBuffer.hpp"#include <SDL3/SDL_stdinc.h>#include <entt/entity/fwd.hpp>#include <glm/vec3.hpp>Go to the source code of this file.
Classes | |
| struct | entity_interpolation::InterpolatedTransform |
| Result of sampling an entity's interpolation buffer. More... | |
| struct | entity_interpolation::SampleInputs |
| PR-28: full sample payload. More... | |
Namespaces | |
| namespace | entity_interpolation |
Functions | |
| void | entity_interpolation::appendSample (entt::registry ®istry, entt::entity e, Uint64 captureNs, const SampleInputs &inputs) |
Append a snapshot sample at captureNs into the entity's InterpolationBuffer, creating the component on first call. | |
| InterpolatedTransform | entity_interpolation::sample (const entt::registry ®istry, entt::entity e, Uint64 renderTimeNs, const glm::vec3 &fallbackPos, float fallbackYaw) |
Look up e's interpolated transform at renderTimeNs. | |
Append + lookup helpers for the per-entity InterpolationBuffer.
PR-11 (server-perf): client-side render-delay interpolation. Network thread calls appendSample after each snapshot apply; the renderer calls sample to read back the (position, yaw) the entity should be drawn at for the current frame's "delayed-now" timestamp.
The two helpers are decoupled from Client so they can be unit-tested in isolation and reused if other places (e.g. replay scrubber) want to drive interpolation timestamps manually.