fix pre-pause time leak
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500db0a5b9
commit
cc6450975c
@ -29,7 +29,7 @@ pub enum Instruction{
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}
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}
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pub struct MouseInterpolator{
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pub struct MouseInterpolator{
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timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
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timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
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last_mouse_time:Time,
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last_mouse_time:Time,//this value is pre-transformed to simulation time
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mouse_blocking:bool,
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mouse_blocking:bool,
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timer:Timer<Scaled>,
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timer:Timer<Scaled>,
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}
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}
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@ -38,23 +38,23 @@ impl MouseInterpolator{
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if self.mouse_blocking{
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if self.mouse_blocking{
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//tell the game state which is living in the past about its future
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//tell the game state which is living in the past about its future
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self.timeline.push_front(TimedInstruction{
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self.timeline.push_front(TimedInstruction{
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time:self.timer.time(self.last_mouse_time),
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:m}),
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:m}),
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});
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});
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}else{
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}else{
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//mouse has just started moving again after being still for longer than 10ms.
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//mouse has just started moving again after being still for longer than 10ms.
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
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self.timeline.push_front(TimedInstruction{
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self.timeline.push_front(TimedInstruction{
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time:self.timer.time(self.last_mouse_time),
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::ReplaceMouse(
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instruction:PhysicsInputInstruction::ReplaceMouse(
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MouseState{time:self.timer.time(self.last_mouse_time),pos:physics.get_next_mouse().pos},
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MouseState{time:self.last_mouse_time,pos:physics.get_next_mouse().pos},
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MouseState{time:self.timer.time(ins.time),pos:m}
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MouseState{time:self.timer.time(ins.time),pos:m}
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),
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),
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});
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});
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//delay physics execution until we have an interpolation target
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//delay physics execution until we have an interpolation target
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self.mouse_blocking=true;
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self.mouse_blocking=true;
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}
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}
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self.last_mouse_time=ins.time;
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self.last_mouse_time=self.timer.time(ins.time);
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}
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}
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/// returns the mapped physics input instruction
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/// returns the mapped physics input instruction
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/// may or may not mutate internal state XD!
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/// may or may not mutate internal state XD!
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@ -102,10 +102,10 @@ impl MouseInterpolator{
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if Time::from_millis(10)<self.timer.time(ins.time)-physics.get_next_mouse().time{
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if Time::from_millis(10)<self.timer.time(ins.time)-physics.get_next_mouse().time{
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//push an event to extrapolate no movement from
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//push an event to extrapolate no movement from
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self.timeline.push_front(TimedInstruction{
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self.timeline.push_front(TimedInstruction{
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time:self.timer.time(self.last_mouse_time),
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time:self.last_mouse_time,
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:physics.get_next_mouse().pos}),
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instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:physics.get_next_mouse().pos}),
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});
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});
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self.last_mouse_time=ins.time;
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self.last_mouse_time=self.timer.time(ins.time);
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
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self.mouse_blocking=false;
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self.mouse_blocking=false;
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true
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true
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@ -115,7 +115,7 @@ impl MouseInterpolator{
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}else{
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}else{
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//keep this up to date so that it can be used as a known-timestamp
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//keep this up to date so that it can be used as a known-timestamp
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//that the mouse was Timer<Scaled>not moving when the mouse starts moving again
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//that the mouse was Timer<Scaled>not moving when the mouse starts moving again
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self.last_mouse_time=ins.time;
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self.last_mouse_time=self.timer.time(ins.time);
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true
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true
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}
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}
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}
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}
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