i have posted my code here please i deed it in java format can any one help me?
using UnityEngine;
using System.Collections;
public class NetworkRigidbody : MonoBehaviour {
public double m_InterpolationBackTime = 0.1;
public double m_ExtrapolationLimit = 0.5;
internal struct State
{
internal double timestamp;
internal Vector3 pos;
internal Vector3 velocity;
internal Quaternion rot;
internal Vector3 angularVelocity;
}
// We store twenty states with "playback" information
State[] m_BufferedState = new State[20];
// Keep track of what slots are used
int m_TimestampCount;
void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) {
// Send data to server
if (stream.isWriting)
{
Vector3 pos = rigidbody.position;
Quaternion rot = rigidbody.rotation;
Vector3 velocity = rigidbody.velocity;
Vector3 angularVelocity = rigidbody.angularVelocity;
stream.Serialize(ref pos);
stream.Serialize(ref velocity);
stream.Serialize(ref rot);
stream.Serialize(ref angularVelocity);
}
// Read data from remote client
else
{
Vector3 pos = Vector3.zero;
Vector3 velocity = Vector3.zero;
Quaternion rot = Quaternion.identity;
Vector3 angularVelocity = Vector3.zero;
stream.Serialize(ref pos);
stream.Serialize(ref velocity);
stream.Serialize(ref rot);
stream.Serialize(ref angularVelocity);
// Shift the buffer sideways, deleting state 20
for (int i=m_BufferedState.Length-1;i>=1;i--)
{
m_BufferedState *= m_BufferedState[i-1];*
}
// Record current state in slot 0
State state;
state.timestamp = info.timestamp;
state.pos = pos;
state.velocity = velocity;
state.rot = rot;
state.angularVelocity = angularVelocity;
m_BufferedState[0] = state;
// Update used slot count, however never exceed the buffer size
// Slots aren’t actually freed so this just makes sure the buffer is
// filled up and that uninitalized slots aren’t used.
m_TimestampCount = Mathf.Min(m_TimestampCount + 1,
m_BufferedState.Length);
// Check if states are in order, if it is inconsistent you could reshuffel or
// drop the out-of-order state. Nothing is done here
for (int i=0;i interpolationTime)
{
// Go through buffer and find correct state to play back
for (int i=0;i 0.0001)
t = (float)((interpolationTime - lhs.timestamp) / length);
// if t=0 => lhs is used directly
transform.localPosition = Vector3.Lerp(lhs.pos, rhs.pos, t);
transform.localRotation = Quaternion.Slerp(lhs.rot, rhs.rot, t);
return;
}
}
}
// Use extrapolation
else
{
State latest = m_BufferedState[0];
float extrapolationLength = (float)(interpolationTime - latest.timestamp);
// Don’t extrapolation for more than 500 ms, you would need to do thatcarefully
if (extrapolationLength < m_ExtrapolationLimit)
{
float axisLength = extrapolationLength * latest.angularVelocity.magnitude
* Mathf.Rad2Deg;
Quaternion angularRotation = Quaternion.AngleAxis(axisLength,latest.angularVelocity);
rigidbody.position = latest.pos + latest.velocity * extrapolationLength;
rigidbody.rotation = angularRotation * latest.rot;
rigidbody.velocity = latest.velocity;
rigidbody.angularVelocity = latest.angularVelocity;
}
}
}
}