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group2 0.1.0
CSE 125 Group 2
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Result of sampling an entity's interpolation buffer. More...
#include <EntityInterpolation.hpp>
Public Attributes | |
| glm::vec3 | position {0.0f} |
| Interpolated (or fallback) position. | |
| glm::vec3 | velocity {0.0f} |
| Interpolated (or fallback) velocity (PR-28). | |
| float | yaw = 0.0f |
| Interpolated (or fallback) yaw. | |
| float | pitch = 0.0f |
| Interpolated (or fallback) pitch (PR-28). | |
| std::uint8_t | moveMode = 0 |
| MoveMode enum cast (PR-28). | |
| std::uint8_t | wallRunSide = 0 |
| WallSide enum cast (PR-28). | |
| bool | grounded = false |
| PR-28. | |
| bool | sprinting = false |
| PR-28. | |
| bool | crouching = false |
| PR-28. | |
| AnimSnapshot | anim {} |
| PR-29: server-authoritative animation state at the render tick. | |
| bool | fromBuffer = false |
| True if a real lerp happened; false on fallback. | |
Result of sampling an entity's interpolation buffer.
PR-28 extended the result with the animator-input fields the renderer also needs at the same render time. Continuous fields (position, velocity, yaw, pitch) are LERPed between bracketing samples; discrete fields (moveMode, wallRunSide, grounded, sprinting, crouching) take the value of the older bracketing sample (no fractional state-machine state — pose transitions snap at the same instant the interpolation crosses the sample).
| AnimSnapshot entity_interpolation::InterpolatedTransform::anim {} |
PR-29: server-authoritative animation state at the render tick.
Per-slot timeRatio is LERPed between bracketing samples when both share the same clipIdRaw; otherwise snaps to older (clip transitions are discrete state). Caller hands this to CharacterAnimator::renderFromServer(...).
| bool entity_interpolation::InterpolatedTransform::crouching = false |
PR-28.
| bool entity_interpolation::InterpolatedTransform::fromBuffer = false |
True if a real lerp happened; false on fallback.
| bool entity_interpolation::InterpolatedTransform::grounded = false |
PR-28.
| std::uint8_t entity_interpolation::InterpolatedTransform::moveMode = 0 |
MoveMode enum cast (PR-28).
| float entity_interpolation::InterpolatedTransform::pitch = 0.0f |
Interpolated (or fallback) pitch (PR-28).
| glm::vec3 entity_interpolation::InterpolatedTransform::position {0.0f} |
Interpolated (or fallback) position.
| bool entity_interpolation::InterpolatedTransform::sprinting = false |
PR-28.
| glm::vec3 entity_interpolation::InterpolatedTransform::velocity {0.0f} |
Interpolated (or fallback) velocity (PR-28).
| std::uint8_t entity_interpolation::InterpolatedTransform::wallRunSide = 0 |
WallSide enum cast (PR-28).
| float entity_interpolation::InterpolatedTransform::yaw = 0.0f |
Interpolated (or fallback) yaw.