Fixed clientside physics jitter

This commit is contained in:
Anuken
2021-06-26 09:52:03 -04:00
parent 17eee61a93
commit c6e0292d03
2 changed files with 14 additions and 4 deletions

View File

@@ -24,6 +24,7 @@ public class PhysicsProcess implements AsyncProcess{
@Override
public void begin(){
if(physics == null) return;
boolean local = !Vars.net.client();
//remove stale entities
refs.removeAll(ref -> {
@@ -62,6 +63,7 @@ public class PhysicsProcess implements AsyncProcess{
entity.isGrounded() ? layerGround : layerFlying;
ref.x = entity.x;
ref.y = entity.y;
ref.body.local = local || entity.isLocal();
}
}
@@ -156,6 +158,10 @@ public class PhysicsProcess implements AsyncProcess{
for(int i = 0; i < bodies.size; i++){
PhysicsBody body = bodies.items[i];
//for clients, the only body that collides is the local one; all other physics simulations are handled by the server.
if(!body.local) continue;
body.hitbox(rect);
seq.size = 0;
@@ -174,10 +180,14 @@ public class PhysicsProcess implements AsyncProcess{
float ms = body.mass + other.mass;
float m1 = other.mass / ms, m2 = body.mass / ms;
//first body is always local due to guard check above
body.x += vec.x * m1 / scl;
body.y += vec.y * m1 / scl;
other.x -= vec.x * m2 / scl;
other.y -= vec.y * m2 / scl;
if(other.local){
other.x -= vec.x * m2 / scl;
other.y -= vec.y * m2 / scl;
}
}
}
body.collided = true;
@@ -187,7 +197,7 @@ public class PhysicsProcess implements AsyncProcess{
public static class PhysicsBody implements QuadTreeObject{
public float x, y, radius, mass;
public int layer = 0;
public boolean collided = false;
public boolean collided = false, local = true;
@Override
public void hitbox(Rect out){