Posted February 25, 201510 yr comment_145591 Hi guys, I have a new water mob which is a fish. I have no issue moving it around in the water. BUT the rotation yaw gives me headaches. It always seems that the mob moves sideways or backward before adjusting the yaw correctly. It does work at some point, but the fish always travel some distance before having the correct yaw. I would like it to point in the correct direction BEFORE starting to move. What am I doing wrong? Is it because the client side get the yaw value too late, after the server start to send new positions? This is how I calculate my yaw (look in bold) during the updateaitask while starting to move ... I took it from the ghast class in forge. I tested few methods, all with similar results. public static void SwimTo(EntityFantasticFish aWaterMob, double xCoor, double yCoor, double zCoor, double speed) { if ((aWaterMob!=null) && (aWaterMob.isEntityAlive())) { if (!aWaterMob.worldObj.isRemote) { //Distance to target double distX = Math.abs(xCoor - aWaterMob.posX); double distY = Math.abs(yCoor - aWaterMob.posY); double distZ = Math.abs(zCoor - aWaterMob.posZ); double speedAdjustment; if ((distX<=0.5) && (distY<=0.5) && (distZ<=0.5)) { //Stay still aWaterMob.setVelocity(0, 0, 0); aWaterMob.SetCurrentSpeed(0F); } else { //Create vector Vec3 vec3 = Vec3.createVectorHelper(xCoor - aWaterMob.posX, yCoor - aWaterMob.posY, zCoor - aWaterMob.posZ).normalize(); //Get approaching speed speedAdjustment = ProvideApproachingSpeed(distX, distY, distZ); //Set motion and angles aWaterMob.motionX = (vec3.xCoord * speed)*speedAdjustment; aWaterMob.motionY = (vec3.yCoord * speed)*speedAdjustment; aWaterMob.motionZ = (vec3.zCoord * speed)*speedAdjustment; //Yaw from the ghast code aWaterMob.renderYawOffset = aWaterMob.rotationYaw = -((float)Math.atan2(aWaterMob.motionX, aWaterMob.motionZ)) * 180.0F / (float)Math.PI; } } } } And this is what I have in the model class: public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); EntityFantasticFish _fish = (EntityFantasticFish)entity; this.mouth.rotateAngleX = 0.17F*(MathHelper.cos(f2 * 0.06662F) ) + 0.8726646F; this.bodysection1.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F) ); this.bodysection2.rotateAngleY = 0.2F *(MathHelper.cos(f2 *_fish.GetTailFlapSpeed() * 0.527F - (float)(Math.PI/6)) ); this.bodysection3.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F - (float)(Math.PI/3)) ); this.bodysection4.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F - (float)(Math.PI/2)) ); this.bodysection5.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F - (float)(2*Math.PI/3)) ); this.bodysection6.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F - (float)(5*Math.PI/6)) ); }
February 25, 201510 yr comment_145594 Try adjusting rotationYaw on both side, not only Server side. I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
February 25, 201510 yr Author comment_145616 Try adjusting rotationYaw on both side, not only Server side. I was under the impression that the server and client where always in synch as far as the basic rendering parameters (pitch, yaw, position). Am I wrong? Any of you guys are doing manual synching for those rendering parameters?
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