Posted June 19, 201411 yr Hi everybody. I am wondering if there is a easy way or method to get the ForgeDirection that a Vec3 (or any other type of 3D vector) is pointing? I am trying to make a block that blends in to it's souroundings, if it makes any difference. Thank you in advance.
June 20, 201411 yr Hi I don't know of a vanilla function for this but it is easy enough to do yourself. Find which of the three components [x, y, z] have the largest absolute magnitude. The vector is pointing mostly in that direction. eg [0.5, -0.6, 0.9] is pointing mostly in the positive z direction [0, -0.7, 0.3] is pointing mostly in the negative y direction -TGG
June 20, 201411 yr Author Thanks, but I think I can make a exact way. If you can get the ForgeDirection an Entity is looking, that would also work.
June 20, 201411 yr Author This is what I'm going to try to use. Fell free to use it yourself Revised: public static ForgeDirection getForgeDirection(Vec3 vec) { vec.normalize(); double pitchR = Math.atan(vec.yCoord / Math.sqrt(Math.pow(vec.xCoord, 2) + Math.pow(vec.zCoord, 2))); double yawR = Math.atan2(-vec.zCoord, vec.xCoord); double pi = Math.PI; ForgeDirection dir = ForgeDirection.UNKNOWN; System.out.println("Pitch: " + pitchR + ", Yaw: " + yawR); if(yawR < -pi || yawR > pi) System.err.println("Yaw is too big!!"); if(pitchR > -pi/4 && pitchR < pi/4){ // if the vector is mostly horizontal if(yawR >= -pi/4 && yawR <= pi/4) dir = ForgeDirection.EAST; else if(yawR < -pi/4 && yawR >= -3*pi/4) dir = ForgeDirection.SOUTH; else if(yawR > pi/4 && yawR <= 3*pi/4) dir = ForgeDirection.NORTH; else if(yawR < -3*pi/4 || yawR > 3*pi/4) dir = ForgeDirection.WEST; } else if(pitchR >= pi/4) dir = ForgeDirection.UP; else dir = ForgeDirection.DOWN; return dir; } Edit: I have a gitch where it sometimes thinks South is West, and I have no idea why. Edit 2: I fixed it.
June 20, 201411 yr Hi Keen, that will work too. Both of our methods give the same answer. Yours is better if you want to know the exact yaw & pitch, although it has a small bug in it - what happens if vec.xCoord and vec.zCoord are both zero? -TGG
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