Seprate the strafing code to its own class so it can be used outside of Minelp

This commit is contained in:
Sollace 2018-10-01 20:10:32 +02:00
parent 502f86714f
commit 1b3e160c3e
3 changed files with 56 additions and 43 deletions

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@ -0,0 +1,52 @@
package com.minelittlepony.transform;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.math.MathHelper;
import com.minelittlepony.util.math.MathUtil;
/**
* Calculates roll and incline for a player based on their motion vectors.
*
* @author Polyakovich - Big thank you to this dude and his meta-physics friend for working this all out.
*/
public abstract class MotionCompositor {
protected double calculateRoll(EntityPlayer player, double motionX, double motionY, double motionZ) {
// since model roll should probably be calculated from model rotation rather than entity rotation...
double roll = MathUtil.sensibleAngle(player.prevRenderYawOffset - player.renderYawOffset);
double horMotion = Math.sqrt(motionX * motionX + motionZ * motionZ);
float modelYaw = MathUtil.sensibleAngle(player.renderYawOffset);
// detecting that we're flying backwards and roll must be inverted
if (Math.abs(MathUtil.sensibleAngle((float) Math.toDegrees(Math.atan2(motionX, motionZ)) + modelYaw)) > 90) {
roll *= -1;
}
// ayyy magic numbers (after 5 - an approximation of nice looking coefficients calculated by hand)
// roll might be zero, in which case Math.pow produces +Infinity. Anything x Infinity = NaN.
double pow = roll != 0 ? Math.pow(Math.abs(roll), -0.191) : 0;
roll *= horMotion * 5 * (3.6884f * pow);
assert !Float.isNaN((float)roll);
return MathHelper.clamp(roll, -54, 54);
}
protected double calculateIncline(EntityPlayer player, double motionX, double motionY, double motionZ) {
double dist = Math.sqrt(motionX * motionX + motionZ * motionZ);
double angle = Math.atan2(motionY, dist);
if (!player.capabilities.isFlying) {
angle /= 2;
}
angle = MathUtil.clampLimit(angle, Math.PI / 3);
return Math.toDegrees(angle);
}
}

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@ -1,56 +1,17 @@
package com.minelittlepony.transform;
import com.minelittlepony.model.AbstractPonyModel;
import com.minelittlepony.util.math.MathUtil;
import net.minecraft.client.entity.AbstractClientPlayer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.math.MathHelper;
public class PostureFlight implements PonyPosture<AbstractClientPlayer> {
public class PostureFlight extends MotionCompositor implements PonyPosture<AbstractClientPlayer> {
@Override
public boolean applies(EntityLivingBase entity) {
return entity instanceof AbstractClientPlayer;
}
protected double calculateRoll(AbstractClientPlayer player, double motionX, double motionY, double motionZ) {
// since model roll should probably be calculated from model rotation rather than entity rotation...
double roll = MathUtil.sensibleAngle(player.prevRenderYawOffset - player.renderYawOffset);
double horMotion = Math.sqrt(motionX * motionX + motionZ * motionZ);
float modelYaw = MathUtil.sensibleAngle(player.renderYawOffset);
// detecting that we're flying backwards and roll must be inverted
if (Math.abs(MathUtil.sensibleAngle((float) Math.toDegrees(Math.atan2(motionX, motionZ)) + modelYaw)) > 90) {
roll *= -1;
}
// ayyy magic numbers (after 5 - an approximation of nice looking coefficients calculated by hand)
// roll might be zero, in which case Math.pow produces +Infinity. Anything x Infinity = NaN.
double pow = roll != 0 ? Math.pow(Math.abs(roll), -0.191) : 0;
roll *= horMotion * 5 * (3.6884f * pow);
assert !Float.isNaN((float)roll);
return MathHelper.clamp(roll, -54, 54);
}
protected double calculateIncline(AbstractClientPlayer player, double motionX, double motionY, double motionZ) {
double dist = Math.sqrt(motionX * motionX + motionZ * motionZ);
double angle = Math.atan2(motionY, dist);
if (!player.capabilities.isFlying) {
angle /= 2;
}
angle = MathUtil.clampLimit(angle, Math.PI / 3);
return Math.toDegrees(angle);
}
@Override
public void transform(AbstractPonyModel model, AbstractClientPlayer player, double motionX, double motionY, double motionZ, float pitch, float yaw, float ticks) {
model.motionPitch = (float) calculateIncline(player, motionX, motionY, motionZ);

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@ -1,11 +1,11 @@
package com.minelittlepony.transform;
import net.minecraft.client.entity.AbstractClientPlayer;
import net.minecraft.entity.player.EntityPlayer;
public class PostureSwimming extends PostureFlight {
@Override
protected double calculateRoll(AbstractClientPlayer player, double motionX, double motionY, double motionZ) {
protected double calculateRoll(EntityPlayer player, double motionX, double motionY, double motionZ) {
motionX *= 2;
motionZ *= 2;
@ -14,7 +14,7 @@ public class PostureSwimming extends PostureFlight {
}
@Override
protected double calculateIncline(AbstractClientPlayer player, double motionX, double motionY, double motionZ) {
protected double calculateIncline(EntityPlayer player, double motionX, double motionY, double motionZ) {
return super.calculateIncline(player, motionX, motionY, motionZ);
}
}