use of org.joml.Matrix4d in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class EntityDraggable method addEntityVelocityFromShipBelow.
/**
* Adds the ship below velocity to entity.
*/
private static void addEntityVelocityFromShipBelow(final Entity entity) {
final IDraggable draggable = EntityDraggable.getDraggableFromEntity(entity);
final EntityShipMountData mountData = ValkyrienUtils.getMountedShipAndPos(entity);
final EntityShipMovementData oldEntityShipMovementData = draggable.getEntityShipMovementData();
final ShipData lastShipTouchedPlayer = oldEntityShipMovementData.getLastTouchedShip();
final int oldTicksSinceTouchedShip = oldEntityShipMovementData.getTicksSinceTouchedShip();
final Vector3dc oldVelocityAdded = oldEntityShipMovementData.getAddedLinearVelocity();
final double oldYawVelocityAdded = oldEntityShipMovementData.getAddedYawVelocity();
if (lastShipTouchedPlayer == null || oldTicksSinceTouchedShip >= VSConfig.ticksToStickToShip) {
if (entity.onGround) {
// Player is on ground and not on a ship, therefore set their added velocity to 0.
draggable.setEntityShipMovementData(oldEntityShipMovementData.withAddedLinearVelocity(new Vector3d()).withAddedYawVelocity(0));
} else {
if (entity instanceof EntityPlayer) {
EntityPlayer player = (EntityPlayer) entity;
if (player.isCreative() && player.capabilities.isFlying) {
// If the player is flying, then slow down their added velocity significantly every tick
final Vector3dc newVelocityAdded = oldVelocityAdded.mul(.95, new Vector3d());
final double newYawVelocityAdded = oldYawVelocityAdded * .95 * .95;
final EntityShipMovementData newMovementData = oldEntityShipMovementData.withAddedLinearVelocity(newVelocityAdded).withAddedYawVelocity(newYawVelocityAdded);
draggable.setEntityShipMovementData(newMovementData);
} else {
// Otherwise only slow down their added velocity slightly every tick
final Vector3dc newVelocityAdded = oldVelocityAdded.mul(.99, new Vector3d());
final double newYawVelocityAdded = oldYawVelocityAdded * .95;
final EntityShipMovementData newMovementData = oldEntityShipMovementData.withAddedLinearVelocity(newVelocityAdded).withAddedYawVelocity(newYawVelocityAdded);
draggable.setEntityShipMovementData(newMovementData);
}
}
}
} else {
final float rotYaw = entity.rotationYaw;
final float rotPitch = entity.rotationPitch;
final float prevYaw = entity.prevRotationYaw;
final float prevPitch = entity.prevRotationPitch;
final Vector3dc oldPos = new Vector3d(entity.posX, entity.posY, entity.posZ);
final Matrix4d betweenTransform = ShipTransform.createTransform(lastShipTouchedPlayer.getPrevTickShipTransform(), lastShipTouchedPlayer.getShipTransform());
ValkyrienUtils.transformEntity(betweenTransform, entity, false);
final Vector3dc newPos = new Vector3d(entity.posX, entity.posY, entity.posZ);
// Move the entity back to its old position, the added velocity will be used
// afterwards
entity.setPosition(oldPos.x(), oldPos.y(), oldPos.z());
final Vector3dc addedVel = newPos.sub(oldPos, new Vector3d());
// Now compute the added yaw velocity
entity.rotationYaw = rotYaw;
entity.rotationPitch = rotPitch;
entity.prevRotationYaw = prevYaw;
entity.prevRotationPitch = prevPitch;
// Ignore the pitch, calculate the look vector using only the yaw
final Vector3d newLookYawVec;
if (entity instanceof EntityLivingBase && !(entity instanceof EntityPlayer)) {
newLookYawVec = new Vector3d(-MathHelper.sin(-entity.getRotationYawHead() * 0.017453292F - (float) Math.PI), 0, -MathHelper.cos(-entity.getRotationYawHead() * 0.017453292F - (float) Math.PI));
} else {
newLookYawVec = new Vector3d(-MathHelper.sin(-entity.rotationYaw * 0.017453292F - (float) Math.PI), 0, -MathHelper.cos(-entity.rotationYaw * 0.017453292F - (float) Math.PI));
}
// Transform the player look vector
betweenTransform.transformDirection(newLookYawVec);
// Calculate the yaw of the transformed player look vector
final Tuple<Double, Double> newPlayerLookYawOnly = VSMath.getPitchYawFromVector(newLookYawVec);
final double wrappedYaw = MathHelper.wrapDegrees(newPlayerLookYawOnly.getSecond());
final double wrappedRotYaw;
// [Changed because EntityPlayerSP is a 'client' class]
if (entity instanceof EntityLivingBase && !(entity instanceof EntityPlayer)) {
wrappedRotYaw = MathHelper.wrapDegrees(entity.getRotationYawHead());
} else {
wrappedRotYaw = MathHelper.wrapDegrees(entity.rotationYaw);
}
double yawDif = wrappedYaw - wrappedRotYaw;
if (Math.abs(yawDif) > 180D) {
if (yawDif < 0) {
yawDif += 360D;
} else {
yawDif -= 360D;
}
}
yawDif %= 360D;
final double threshold = .1D;
if (Math.abs(yawDif) < threshold) {
yawDif = 0D;
}
draggable.setEntityShipMovementData(oldEntityShipMovementData.withAddedLinearVelocity(addedVel.mul(1, new Vector3d())).withAddedYawVelocity(yawDif));
}
final EntityShipMovementData newEntityShipMovementData = draggable.getEntityShipMovementData();
// it unless we have to.
if (newEntityShipMovementData.getAddedLinearVelocity().lengthSquared() > 0) {
// Now that we've determined the added velocity, move the entity forward by that amount
final boolean originallySneaking = entity.isSneaking();
entity.setSneaking(false);
// The added velocity vector of the player, except we have made sure that it won't push the player inside of a
// solid block.
final Vector3dc addedVelocityNoNoClip = applyAddedVelocity(newEntityShipMovementData.getAddedLinearVelocity(), entity);
draggable.setEntityShipMovementData(oldEntityShipMovementData.withAddedLinearVelocity(addedVelocityNoNoClip));
entity.setSneaking(originallySneaking);
}
// Add the yaw velocity to the player as well, because its possible for addedVelocity=0 and yawVel != 0
final double addedYawVelocity = newEntityShipMovementData.getAddedYawVelocity();
if (!mountData.isMounted() && addedYawVelocity != 0) {
entity.setRotationYawHead((float) (entity.getRotationYawHead() + addedYawVelocity));
entity.rotationYaw += addedYawVelocity;
}
}
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