feat(render): interpolate entity transforms for rendering

Add RenderTransform component to smooth position/direction updates
and use it in entity and shadow passes.
This commit is contained in:
2026-08-04 10:59:56 +08:00
parent e2bbc2d57f
commit d970988022
4 changed files with 30 additions and 13 deletions

View File

@@ -20,7 +20,7 @@ void ClientEntityManager::init() {
BaseClientCreature c;
c.model = ModelManager::instance().get_model_id("cubed:pig");
create_entity_in_registry(id, Entity{id}, EntityInfo{"cubed:pig", ""},
std::move(c), PigTag{});
std::move(c), PigTag{}, RenderTransform{});
});
}
// not thread safe
@@ -34,6 +34,9 @@ void ClientEntityManager::handle_entity_create(EntityID id,
auto* c = m_registry.try_get<BaseClientCreature>(a->second);
ASSERT(c);
c->transform.position.value = pos;
auto* r = m_registry.try_get<RenderTransform>(a->second);
ASSERT(r);
r->position.value = pos;
}
void ClientEntityManager::handle_entity_update(UpdateInfo& info) {
@@ -50,6 +53,13 @@ void ClientEntityManager::handle_entity_update(UpdateInfo& info) {
ASSERT(creature);
creature->transform.position.value = info.pos;
creature->transform.direction.value = info.direction;
auto r = m_registry.try_get<RenderTransform>(e);
ASSERT(r);
r->direction.value =
glm::mix(r->direction.value, creature->transform.direction.value, 0.15);
r->position.value =
glm::mix(r->position.value, creature->transform.position.value, 0.15);
}
void ClientEntityManager::receive_entity_create(S2CEntityCreate& s2c) {