pub struct StateInterpolator { /* private fields */ }Expand description
Smoothly interpolates entity positions between buffered snapshots.
Implementations§
Source§impl StateInterpolator
impl StateInterpolator
pub fn new(interp_delay_ticks: u64) -> Self
pub fn push_snapshot(&mut self, snap: GameStateSnapshot)
Sourcepub fn interpolate(&self, render_tick: u64, t: f32) -> Option<GameStateSnapshot>
pub fn interpolate(&self, render_tick: u64, t: f32) -> Option<GameStateSnapshot>
Interpolate entity states at render_tick (may be fractional via t).
render_tick is the server tick we want to display.
Returns a synthetic snapshot with interpolated entity positions.
Sourcepub fn dead_reckon(&self, render_tick: u64, t: f32) -> Option<GameStateSnapshot>
pub fn dead_reckon(&self, render_tick: u64, t: f32) -> Option<GameStateSnapshot>
Extrapolate entity positions beyond the latest buffered snapshot using their velocity.
pub fn buffer(&self) -> &SnapshotBuffer
pub fn latest_tick(&self) -> Option<u64>
Auto Trait Implementations§
impl Freeze for StateInterpolator
impl RefUnwindSafe for StateInterpolator
impl Send for StateInterpolator
impl Sync for StateInterpolator
impl Unpin for StateInterpolator
impl UnsafeUnpin for StateInterpolator
impl UnwindSafe for StateInterpolator
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more