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Rotate EntityInfo


Raycoms

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I'm currently running in some problems rotating structures (From the minecraft templates).

The structure rotates perfectly but I can't get the entities (like itemframes) to rotate correctly.

The ones facing Z-directions turn out correctly, the x directions rotate double then necessary.

 

The method to rotate it I call with this. I already use the Template function to calculate the Vec3D transformation.

Tried it with the standard BlockPos transformation as well.  Didn't change anything.

Template.EntityInfo newInfo = structure.transformEntityInfoWithSettings(info, world, Structure.transformedVec3d(settings, info.pos), settings);

 

My method to rotate it. It gets the position inside the structure. The entityInfo and the placementSettings with the rotation.

public Template.EntityInfo transformEntityInfoWithSettings(final Template.EntityInfo entityInfo, final World world, final Vec3d pos, final PlacementSettings settings)
    {
        final Entity finalEntity = EntityList.createEntityFromNBT(entityInfo.entityData, world);

        final Vec3d entityVec = pos;

        if (finalEntity != null)
        {
            finalEntity.prevRotationYaw = (float) (finalEntity.getMirroredYaw(settings.getMirror()) - NINETY_DEGREE);
            //Don't remove that line. Seems like it is doing nothing but it changes behavior!
            final double rotation =
                    (double) finalEntity.getMirroredYaw(settings.getMirror()) + ((double) finalEntity.rotationYaw - finalEntity.getRotatedYaw(settings.getRotation()));
            finalEntity.setLocationAndAngles(entityVec.xCoord, entityVec.yCoord, entityVec.zCoord, finalEntity.getRotatedYaw(settings.getRotation()), finalEntity.rotationPitch);

            NBTTagCompound nbttagcompound = new NBTTagCompound();
            finalEntity.writeToNBTOptional(nbttagcompound);
            return new Template.EntityInfo(pos, new BlockPos(pos), nbttagcompound);
        }
        return null;
    }

 

Strangely I can't remove the line:

 final double rotation =
                    (double) finalEntity.getMirroredYaw(settings.getMirror()) + ((double) finalEntity.rotationYaw - finalEntity.getRotatedYaw(settings.getRotation()));

because when I remove it, it messes it up completely and not even z direction works anymore.

 

    /**
     * Transform a Vec3d with placement settings.
     *
     * @param settings the settings.
     * @param vec      the vector.
     * @return the new vector.
     */
    public static Vec3d transformedVec3d(final PlacementSettings settings, final Vec3d vec)
    {
        final Mirror mirrorIn = settings.getMirror();
        final Rotation rotationIn = settings.getRotation();
        double xCoord = vec.xCoord;
        final double yCoord = vec.yCoord;
        double zCoord = vec.zCoord;
        boolean flag = true;

        switch (mirrorIn)
        {
            case LEFT_RIGHT:
                zCoord = 1.0D - zCoord;
                break;
            case FRONT_BACK:
                xCoord = 1.0D - xCoord;
                break;
            default:
                flag = false;
        }

        switch (rotationIn)
        {
            case COUNTERCLOCKWISE_90:
                return new Vec3d(zCoord, yCoord, 1.0D - xCoord);
            case CLOCKWISE_90:
                return new Vec3d(1.0D - zCoord, yCoord, xCoord);
            case CLOCKWISE_180:
                return new Vec3d(1.0D - xCoord, yCoord, 1.0D - zCoord);
            default:
                return flag ? new Vec3d(xCoord, yCoord, zCoord) : vec;
        }
    }

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