Beispiel #1
0
        public void UpdateInterpolation()
        {
            if (CurrentVehicle != null)
            {
                return;
            }

            if (GameReference.Exists())
            {
                // interpolate position
                float Progress = ((float)DateTime.Now.Subtract(Interpolation_Start).TotalMilliseconds) / ((float)Interpolation_End.Subtract(Interpolation_Start).TotalMilliseconds);

                Vector3 GamePosition = GameReference.Position;
                GamePosition.Z -= 1.0f;

                if (GamePosition.DistanceTo(EndPosition) > 5.0f)
                {
                    GameReference.Position = EndPosition;
                }

                // Interpolate velocity

                Vector3 CurrentVelocity;
                CurrentVelocity = Vector3.Lerp(StartVelocity, EndVelocity, Progress);

                GameReference.Velocity = CurrentVelocity;

                // Interpolate heading

                float   CurrentHeading;
                Vector2 StartHeading = new Vector2(this.StartHeading, 0);
                Vector2 EndHeading   = new Vector2(this.EndHeading, 0);
                CurrentHeading = Vector2.Lerp(StartHeading, EndHeading, Progress).X;

                GameReference.Heading = CurrentHeading;
            }
        }
Beispiel #2
0
        public void UpdateInterpolation()
        {
            // Interpolate position
            if (GameReference.Exists())
            {
                float Progress = ((float)DateTime.Now.Subtract(Interpolation_Start).TotalMilliseconds) / ((float)Interpolation_End.Subtract(Interpolation_Start).TotalMilliseconds);

                Vector3 GamePosition = GameReference.Position;

                if (GamePosition.DistanceTo(EndPosition) > 5.0f)
                {
                    GameReference.Position = EndPosition;
                }

                // Interpolate position

                Vector3 CurrentPosition;
                CurrentPosition        = Vector3.Lerp(StartPosition, EndPosition, Progress);
                GameReference.Position = CurrentPosition;

                // Interpolate velocity

                Vector3 CurrentVelocity;
                CurrentVelocity        = Vector3.Lerp(StartVelocity, EndVelocity, Progress);
                GameReference.Velocity = CurrentVelocity;

                // Interpolate Rotation

                Quaternion CurrentRotation;
                CurrentRotation = Quaternion.Lerp(StartRotation, EndRotation, Progress);

                GameReference.RotationQuaternion = CurrentRotation;

                // Interpolate heading

                float   CurrentHeading;
                Vector2 StartHeading = new Vector2(this.StartHeading, 0);
                Vector2 EndHeading   = new Vector2(this.EndHeading, 0);
                CurrentHeading        = Vector2.Lerp(StartHeading, EndHeading, Progress).X;
                GameReference.Heading = CurrentHeading;

                // Interpolate speed

                float   CurrentSpeed;
                Vector2 StartSpeed = new Vector2(this.StartSpeed, 0);
                Vector2 EndSpeed   = new Vector2(this.EndSpeed, 0);
                CurrentSpeed        = Vector2.Lerp(StartSpeed, EndSpeed, Progress).X;
                GameReference.Speed = CurrentSpeed;
            }
        }