Beispiel #1
0
        /// <summary>
        ///   Compute the current position based on the time and updates.
        /// </summary>
        /// <param name="timestamp">local time in ticks (milliseconds)</param>
        /// <returns></returns>
        public virtual Vector3 ComputePosition(long timestamp)
        {
            long timeDifference = (timestamp - lastLocTimestamp);

            if (pathInterpolator != null)
            {
                PathLocAndDir locAndDir = pathInterpolator.Interpolate(timestamp);
                log.DebugFormat("MobNode.ComputePosition: oid {0}, followTerrain {1}, pathInterpolator {2}",
                                oid, followTerrain, locAndDir == null ? "null" : locAndDir.ToString());
                if (locAndDir != null)
                {
                    if (locAndDir.LengthLeft != 0f)
                    {
                        SetOrientation(Vector3.UnitZ.GetRotationTo(LastDirection.ToNormalized()));
                    }
                    LastDirection    = locAndDir.Direction;
                    lastDirTimestamp = timestamp;
                    lastLocTimestamp = timestamp;
                    Vector3 loc = locAndDir.Location;
                    // If we don't have full pathing support, use
                    // MoveMobNode so the mob is supported by
                    // collision volumes.
                    if (useMoveMobNodeForPathInterpolator && collider != null && collider.PartCount > 0)
                    {
                        Vector3 diff = loc - Position;
                        diff.y = 0;
                        Vector3 newpos = worldManager.MoveMobNode(this, diff, timeDifference);
                        lastPosition = newpos;
                        return(newpos);
                    }
                    else
                    {
                        loc = worldManager.ResolveLocation(this, loc);
                        if (collider != null)
                        {
                            Vector3 diff = loc - lastPosition;
                            collider.AddDisplacement(diff);
                        }
                        lastPosition = loc;
                        return(loc);
                    }
                }
                else
                {
                    // This interpolator has expired, so get rid of it
                    pathInterpolator = null;
                    LastDirection    = Vector3.Zero;
                }
            }
            else
            {
                lastLocTimestamp = timestamp;
            }
            Vector3 pos          = lastPosition + ((timeDifference / 1000.0f) * LastDirection);
            Vector3 displacement = pos - Position;

            // Move the mob node - - given pathing, this should
            // _only_ happen for mobnodes that are other clients'
            // players.
            pos          = worldManager.MoveMobNode(this, displacement, timeDifference);
            lastPosition = pos;
            return(pos);
        }