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https://github.com/MineLittlePony/MineLittlePony.git
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66 lines
2.6 KiB
Java
66 lines
2.6 KiB
Java
package com.minelittlepony.transform;
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import com.minelittlepony.model.AbstractPonyModel;
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import com.minelittlepony.util.math.MathUtil;
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import net.minecraft.client.entity.AbstractClientPlayer;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.util.math.MathHelper;
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public class PostureFlight implements PonyPosture<AbstractClientPlayer> {
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@Override
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public boolean applies(EntityLivingBase entity) {
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return entity instanceof AbstractClientPlayer;
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}
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protected double calculateRoll(AbstractClientPlayer player, double motionX, double motionY, double motionZ) {
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// since model roll should probably be calculated from model rotation rather than entity rotation...
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double roll = MathUtil.sensibleAngle(player.prevRenderYawOffset - player.renderYawOffset);
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double horMotion = Math.sqrt(motionX * motionX + motionZ * motionZ);
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float modelYaw = MathUtil.sensibleAngle(player.renderYawOffset);
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// detecting that we're flying backwards and roll must be inverted
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if (Math.abs(MathUtil.sensibleAngle((float) Math.toDegrees(Math.atan2(motionX, motionZ)) + modelYaw)) > 90) {
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roll *= -1;
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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 might be zero, in which case Math.pow produces +Infinity. Anything x Infinity = NaN.
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double pow = roll != 0 ? Math.pow(Math.abs(roll), -0.191) : 0;
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roll *= horMotion * 5 * (3.6884f * pow);
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assert !Float.isNaN((float)roll);
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return MathHelper.clamp(roll, -54, 54);
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}
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protected double calculateIncline(AbstractClientPlayer player, double motionX, double motionY, double motionZ) {
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double dist = Math.sqrt(motionX * motionX + motionZ * motionZ);
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double angle = Math.atan2(motionY, dist);
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if (!player.capabilities.isFlying) {
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angle /= 2;
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}
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angle = MathUtil.clampLimit(angle, Math.PI / 3);
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return Math.toDegrees(angle);
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}
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@Override
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public void transform(AbstractPonyModel model, AbstractClientPlayer player, double motionX, double motionY, double motionZ, float pitch, float yaw, float ticks) {
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model.motionPitch = (float) calculateIncline(player, motionX, motionY, motionZ);
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GlStateManager.rotate(model.motionPitch, 1, 0, 0);
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float roll = (float)calculateRoll(player, motionX, motionY, motionZ);
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roll = model.getMetadata().getInterpolator().interpolate("pegasusRoll", roll, 10);
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GlStateManager.rotate((float)roll, 0, 0, 1);
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}
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}
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