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Merge pull request #68 from PolyacovYury/player_strafing
Implemented player strafing calculation from change in model rotation angle
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commit
cf1a2bf058
1 changed files with 22 additions and 10 deletions
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@ -30,6 +30,13 @@ public class RenderPonyPlayer extends RenderPonyBase {
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GlStateManager.translate(0, player.isSneaking() ? 0.2F : -1, 0);
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GlStateManager.translate(0, player.isSneaking() ? 0.2F : -1, 0);
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}
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}
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private float sensibleAngle(float angle) {
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angle %= 360; // if you need to copy-paste a portion of code more than 2 times - make a function
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if (angle > 180) angle -= 360;
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if (angle < -180) angle += 360;
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return angle;
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}
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@Override
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@Override
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protected void transformPegasusFlight(AbstractClientPlayer player, double motionX, double motionY, double motionZ, float yaw, float pitch, float ticks) {
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protected void transformPegasusFlight(AbstractClientPlayer player, double motionX, double motionY, double motionZ, float yaw, float pitch, float ticks) {
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double dist = Math.sqrt(motionX * motionX + motionZ * motionZ);
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double dist = Math.sqrt(motionX * motionX + motionZ * motionZ);
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@ -52,16 +59,21 @@ public class RenderPonyPlayer extends RenderPonyBase {
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double horMotion = Math.sqrt(motionX * motionX + motionZ * motionZ);
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double horMotion = Math.sqrt(motionX * motionX + motionZ * motionZ);
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if (horMotion > 0) {
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if (horMotion > 0) {
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yaw = sensibleAngle(player.cameraYaw - player.rotationYawHead); // will need later
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yaw = player.cameraYaw - player.rotationYawHead;
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// since model roll should probably be calculated from model rotation rather than entity rotation...
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double roll = sensibleAngle(player.prevRenderYawOffset - player.renderYawOffset);
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double roll = (Math.toDegrees(Math.atan2(motionX, motionZ)) - yaw) % 360;
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float modelYaw = sensibleAngle(player.renderYawOffset);
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// filtering ugly jitter that occurs in Vanilla code if motion changes from sideways to diagonal
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if (roll < -180) roll += 360;
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if (Math.abs(roll) > 0.5f && Math.abs(sensibleAngle(modelYaw + yaw)) > 40) {
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if (roll > 180) roll -= 360;
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return;
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}
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roll *= horMotion * 2;
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// detecting that we're flying backwards and roll must be inverted
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roll = MathHelper.clamp(roll, -54, 54);
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if (Math.abs(sensibleAngle((float) Math.toDegrees(Math.atan2(motionX, motionZ)) + modelYaw)) > 90) {
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roll *= -1; // because inline ifs are not in favor
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}
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// ayyy magic numbers (after 5 - an approximation of nice looking coefficients calculated by hand)
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roll *= horMotion * 5 * (3.6884f * Math.pow(Math.abs(roll), -0.191));
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roll = MathHelper.clamp(roll, -54, 54); // safety measure, shouldn't be required anymore
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GlStateManager.rotate((float)roll, 0, 0, 1);
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GlStateManager.rotate((float)roll, 0, 0, 1);
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}
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}
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