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[1.7.10] Few ModelBase class basic question.


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Posted

Hi guys,

 

just a general question here. I am playing around with Model animation (ModelClass) and it really starts to get in. Few questions, I would really appreciate if you could look at them ...

 

1. In my model class, which inherit from the net.minecraft.client.model.ModelBase class. How do you usually send your own variable values that will dictate to your model some of their properties. Example: Double mouthOpening, which will hold how large the mouth of the model is opened. I am using IMessage that send the value modified server side to the entity class, which is available almost everywhere in the model class. But is it the recommended way to do this?

 

2. Could I use an IMessage to update the model class directly instead of the entity? If yes, where I can put my hand on the instance of my model class which is linked somewhere with my entity class.

 

3. Are the basic values for motion, yaw, pitch ... set for the mobs need to be sent client side over imessage when I modify them server side? Example:

 

aWaterMob.motionX = (vec3.xCoord * speed)*speedAdjustment;

aWaterMob.motionY = (vec3.yCoord * speed)*speedAdjustment;

aWaterMob.motionZ = (vec3.zCoord * speed)*speedAdjustment;

                                aWaterMob.renderYawOffset = aWaterMob.rotationYaw = -((float)Math.atan2(aWaterMob.motionX, aWaterMob.motionZ)) * 180.0F / (float)Math.PI;

 

Should I send the motion values to the client side over IMessage? I noticed that for some reason my model does walk sideways from time to time. I am under the impression that I am missing something.

 

4. Could you recommend some code that I could look at ... I saw few basic tutorial. But I am more advance now, and would like to read about the standard technique used by some of you guys. My mobs move quite well, but they are kind of glitchy and would like to learn how to rotate them fluently and all. Any good reading?

Posted

1. The properties should be saved in entity.

2. You can't. Just sync/update entity with it.

3. Those fields are automatically synced, so you need not sync it manually.

4. Maybe vanilla codes? idk.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

1. The properties should be saved in entity.

2. You can't. Just sync/update entity with it.

3. Those fields are automatically synced, so you need not sync it manually.

4. Maybe vanilla codes? idk.

 

Thanks for all your answers Abastro. Seems like I handled my class correctly then. I am currently working on an issue where accessing the entity class will cause my rendering to skip frame from time to time. So I am really out of ideas here.

 

I am having a fish and I have a tailflapspeed value...

 

If I hardcode it ...its really smooth.

 

this.bodysegment1.rotateAngleY = 0.15F *(MathHelper.cos(f2 * 0.7F * 0.527F) );

 

But if I access the entite class ... it skip frame commonly.

 

this.bodysegment1.rotateAngleY = 0.15F *(MathHelper.cos(f2 * entity.GetTailFlapSpeed() * 0.527F) );

 

I am really desesperate for a solution here!

 

Any ideas?

Posted

That is strange.

Try printing entity.GetTailFlapSpeed(), and let us know the result.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

Actually you answered my questions REALLY well. Thanks Abastro. With your answer in mind I started bug hunting and I was victorious. It was an IMessage looping out of control when that method was called.

 

I found my issue. Thanks a lot again :)

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