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[1.8] get rotation P and Y from Vec3(player) to Vec3(entity) ?? <SOLVED>


perromercenary00

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good days

 

i solve this time ago but lost mi code and dont wanna write that again, so maiby in the default tools of forge could be something usefull

 

any way, i have an entityA (mi custome villager)  and there is an entityB(Ramdom mob) soo i wana force the entity A to look at entity B

for that i need to get the rotation pitch and yaw maching the entityB position

 

first

i get the eyes vector whith

 

Vec3 Avec3 = entityA.getPositionVector().addVector(0, entityA.getEyeHeight(), 0);

Vec3 Bvec3 = entityB.getPositionVector().addVector(0, entityB.getEyeHeight(), 0);

 

two

then made a bunch of math whith this values

 

three

set entityA whith rotationPitch / yaw to look at B

 

four

profit

 

 

but i dont wanna code that again,

the quesion is,

¿there  a method in forge to do this ?

 

 

 

 

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Entities have a task to automatically look at other entities. Look at say the zombie class.

this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));

Change EntityPlayer.class to the class of your custom villager. That should do it. :) No need for setting the pitch and yaw manually.

If you read this, I'm hot.

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no really

i alredy have that in the contructor

 

this is to make a custom villager entity to aim a fire gun to a target entity and shoot

i wass playing whith the lookhelper method

 

this.theWatcher.getLookHelper().setLookPosition(this.closestEntity.posX, this.closestEntity.posY + (double)this.closestEntity.getEyeHeight(), this.closestEntity.posZ, 10.0F, (float)this.theWatcher.getVerticalFaceSpeed());

--this.lookTime;

 

but i could'n really make it work get tired a redoid again

 

 

// ##################################
// corregir altura del disparo
private void corregirAim(Entity shtA, Entity tgtB) {

	if (shtA != null & tgtB != null) {
		// shtA = this;

		double x = shtA.posX;
		double y = shtA.posY;
		double z = shtA.posZ;

		float yaw = shtA.getRotationYawHead(); // shtA.rotationYaw;
		float pitch = shtA.rotationPitch;

		double d0 = tgtB.posX - shtA.posX;

		double d1 = (tgtB.posY + tgtB.getEyeHeight())
				- (shtA.posY + (double) shtA.getEyeHeight() - 0.10000000149011612D);

		double d2 = tgtB.posZ - shtA.posZ;

		double d3 = (double) MathHelper.sqrt_double(d0 * d0 + d2 * d2);

		if (d3 >= 1.0E-7D) {
			float f2 = (float) (Math.atan2(d2, d0) * 180.0D / Math.PI) - 90.0F; // yaw
			float f3 = (float) ((Math.tan(d1 / d3)) * 180.0D / Math.PI);
			float f4 = (float) ((Math.atan(d1 / d3) * -1) * 180.0D / Math.PI);
			pitch = f4; // pitch
			yaw = f2; // yaw
		}

		shtA.setPositionAndRotation(x, y, z, yaw, pitch);
	}
}

public float gradosAradianes(float x) {
	return (float) ((x * Math.PI) / 180);
}

public float radianesAgrados(float x) {
	return (float) ((x * 180) / Math.PI);
}

// #################################################################################################################

 

 

but thanks

 

 

 

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