Expand description
Render-interpolation bookkeeping — the per-entity “previous pose” store.
The fixed-timestep simulation advances in whole steps while rendering
happens once per (variable-rate) frame. To stay smooth between steps, the
render path blends each simulated entity’s transform as it was before the
latest step with its current [GlobalTransform] by the
Time::interpolation_alpha.
Those “previous” poses live HERE, not in the ECS, on purpose: interpolation
is a render-only representation (“adapt the HOW, never the WHAT”). Keeping it
out of the component space means it never shows up in the editor inspector
and is never written into scene files — it carries no game meaning. The store
lives in Runtime::resources behind an Arc<RwLock<…>>,
mirroring the CollisionPairs broadphase scratch: engine-owned per-entity
data, keyed by EntityId, that no gameplay code authors.
Structs§
- Transform
Interpolation - Per-entity snapshots of the world-space transform before the latest simulation step, consumed by the render path for motion interpolation.
Type Aliases§
- Shared
Transform Interpolation - Shared, interior-mutable handle to the
TransformInterpolationstore as it lives inRuntime::resources: the data layer’s capture pass takes the write lock once per frame; the render projection takes a read lock while it projects.