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kartoffelkalle

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Tree Puncher

Tree Puncher (2/8)

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  1. I am working on an entity that functions in a similar way to the arrow. its a projectile that flies in a straight line and gets stuck in blocks / entities. It renders as an item that is oriented in the way the projectile is going. This all works as expected, but sometimes when I summon my entity it glitches around: The rotation yaw and pitch just randomly change to other values for like one render tick and then change back. I'm pretty sure Ive got all the partialTicks interpolation right, and the values for rotationyaw/pitch are correct at the end of the entity tick on both client and server. I have debugged that by logging the values. However, in my entityrenderer sometimes the rotation fields values have weird spikes for a single tick. This means that somethign happens in between the ticks that changes the value somehow and I have no clue what it is. Any ideas? //ENTITY RENDERER matrixStack.push(); matrixStack.rotate(Vector3f.YP.rotationDegrees(90 - MathHelper.lerp(partialTicks, entity.prevRotationYaw, entity.rotationYaw))); matrixStack.rotate(Vector3f.ZP.rotationDegrees(-45 - MathHelper.lerp(partialTicks, entity.prevRotationPitch, entity.rotationPitch))); ItemRenderer renderer = Minecraft.getInstance().getItemRenderer(); renderer.renderItem(new ItemStack(ModItems.MANA_SHARD.get()), TransformType.GROUND, lightlevel, OverlayTexture.NO_OVERLAY, matrixStack, buffer); matrixStack.pop(); super.render(entity, entityYaw, partialTicks, matrixStack, buffer, lightlevel); //ENTITY TICK super.tick(); this.prevPosX = this.getPosX(); this.prevPosY = this.getPosY(); this.prevPosZ = this.getPosZ(); this.prevRotationPitch = this.rotationPitch; this.prevRotationYaw = this.rotationYaw; this.ticksAlive++; if (!inGround) { this.ticksInAir++; Vec3d motion = this.getMotion(); float f = this.isInWater() ? this.getMotionFactor() : 0.7F; double x = this.getPosX() + motion.x * f; double y = this.getPosY() + motion.y * f; double z = this.getPosZ() + motion.z * f; ProjectileHelper.rotateTowardsMovement(this, 0.2F); if (this.isInWater()) { for (int i = 0; i < 4; ++i) { this.world.addParticle(ParticleTypes.BUBBLE, x - motion.x * 0.25D, y - motion.y * 0.25D, z - motion.z * 0.25D, motion.x, motion.y, motion.z); } } Vec3d newMotion = motion.add(this.accelerationX, this.accelerationY, this.accelerationZ); this.setMotion(newMotion); this.setPosition(x, y, z);
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