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TransportManager decomposition: - Extract TransportClockSync: server clock offset, yaw flip detection, velocity bootstrap, client/server mode switching - Extract TransportAnimator: spline evaluation, Z clamping, orientation from server yaw or spline tangent - Slim TransportManager to thin orchestrator delegating to ClockSync and Animator; add pushTransform() helper to deduplicate WMO/M2 renderer calls - Remove legacy orientationFromSplineTangent (now uses CatmullRomSpline::orientationFromTangent) Entity path following upgrade: - Replace pathPoints_/pathSegDists_ linear lerp with std::optional<CatmullRomSpline> activeSpline_ - startMoveAlongPath builds SplineKeys with distance-proportional timing - updateMovement evaluates CatmullRomSpline for smooth Catmull-Rom interpolation matching server-side creature movement - Reset activeSpline_ on setPosition/startMoveTo to prevent stale state Tests: - Add test_transport_components (9 cases): ClockSync client/server/reverse modes, yaw flip detection, Animator position eval, server yaw, Z clamping - Link spline.cpp into test_entity for CatmullRomSpline dependency Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
49 lines
1.6 KiB
C++
49 lines
1.6 KiB
C++
// include/game/transport_clock_sync.hpp
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// Clock synchronization and yaw correction for transports.
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// Extracted from TransportManager (Phase 3a of spline refactoring).
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#pragma once
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#include <glm/glm.hpp>
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#include <cstdint>
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namespace wowee::math { class CatmullRomSpline; }
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namespace wowee::game {
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struct ActiveTransport;
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struct PathEntry;
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/// Manages clock sync, server-yaw correction, and velocity bootstrap for a single transport.
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class TransportClockSync {
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public:
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/// Compute pathTimeMs for a transport given current elapsed time and deltaTime.
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/// Returns false if the transport should use raw server position (no interpolation).
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[[nodiscard]] bool computePathTime(
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ActiveTransport& transport,
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const math::CatmullRomSpline& spline,
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double elapsedTime,
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float deltaTime,
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uint32_t& outPathTimeMs) const;
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/// Process a server position update: update clock offset, detect yaw flips,
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/// bootstrap velocity, and switch between client/server driven modes.
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void processServerUpdate(
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ActiveTransport& transport,
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const PathEntry* pathEntry,
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const glm::vec3& position,
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float orientation,
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double elapsedTime);
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private:
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/// Detect and apply 180-degree yaw correction based on movement vs heading alignment.
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void updateYawAlignment(
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ActiveTransport& transport,
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const glm::vec3& velocity) const;
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/// Bootstrap velocity from nearest DBC path segment on first authoritative sample.
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void bootstrapVelocityFromPath(
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ActiveTransport& transport,
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const PathEntry& pathEntry) const;
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};
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} // namespace wowee::game
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