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https://github.com/TorqueGameEngines/Torque3D.git
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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.
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2 changed files with 30 additions and 5 deletions
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@ -1003,6 +1003,11 @@ void RigidShape::setTransform(const MatrixF& newMat)
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mContacts.clear();
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}
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void RigidShape::forceClientTransform()
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{
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setMaskBits(ForceMoveMask);
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}
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//-----------------------------------------------------------------------------
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@ -1456,6 +1461,8 @@ U32 RigidShape::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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if (stream->writeFlag(mask & PositionMask))
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{
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stream->writeFlag(mask & ForceMoveMask);
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stream->writeCompressedPoint(mRigid.linPosition);
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mathWrite(*stream, mRigid.angPosition);
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mathWrite(*stream, mRigid.linMomentum);
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@ -1480,6 +1487,10 @@ void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
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if (stream->readFlag())
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{
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// Check if we need to jump to the given transform
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// rather than interpolate to it.
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bool forceUpdate = stream->readFlag();
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mPredictionCount = sMaxPredictionTicks;
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F32 speed = mRigid.linVelocity.len();
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mDelta.warpRot[0] = mRigid.angPosition;
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@ -1492,7 +1503,7 @@ void RigidShape::unpackUpdate(NetConnection *con, BitStream *stream)
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mRigid.atRest = stream->readFlag();
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mRigid.updateVelocity();
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if (isProperlyAdded())
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if (!forceUpdate && isProperlyAdded())
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{
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// Determine number of ticks to warp based on the average
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// of the client and server velocities.
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@ -1710,3 +1721,12 @@ DefineEngineMethod( RigidShape, freezeSim, void, (bool isFrozen),,
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{
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object->freezeSim(isFrozen);
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}
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DefineEngineMethod( RigidShape, forceClientTransform, void, (),,
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"@brief Forces the client to jump to the RigidShape's transform rather then warp to it.\n\n")
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{
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if(object->isServerObject())
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{
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object->forceClientTransform();
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}
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}
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