Posted October 22, 20177 yr Hello everyone. I am trying to make player look at entity. Everything works fine, but I want to make camera move smoother. Now it just "stands" at one point and whenever I try to move camera, it's coming back to a point in very ugly way. Here's my code: public static void lookAt(EntityPlayer player) { EntityLiving ent = getFocusEntity(); double endX = ent.posX; double endY = ent.posY - ent.getEyeHeight() + (ent.height - 1); double endZ = ent.posZ; double deltaX = endX - player.posX; double deltaY = endY - player.posY; double deltaZ = endZ - player.posZ; double hypotenuse = Math.sqrt(deltaX * deltaX + deltaZ * deltaZ); float rotationYaw = (float) Math.toDegrees(Math.atan2(deltaX, deltaZ)); float rotationPitch = (float) Math.toDegrees(Math.atan2(deltaY, hypotenuse)); player.rotationYaw = -rotationYaw; player.prevRotationYaw = -rotationYaw; player.rotationPitch = -rotationPitch; player.prevRotationPitch = -rotationPitch; //player.capabilities.setPlayerWalkSpeed(0.05F); } I've found a smooth camera's code (one that turns on with F8), but don't know what to do with it. if (this.mc.gameSettings.smoothCamera) { float f = this.mc.gameSettings.mouseSensitivity * 0.6F + 0.2F; float f1 = f * f * f * 8.0F; this.smoothCamFilterX = this.mouseFilterXAxis.smooth(this.smoothCamYaw, 0.05F * f1); this.smoothCamFilterY = this.mouseFilterYAxis.smooth(this.smoothCamPitch, 0.05F * f1); this.smoothCamPartialTicks = 0.0F; this.smoothCamYaw = 0.0F; this.smoothCamPitch = 0.0F; } else { this.smoothCamFilterX = 0.0F; this.smoothCamFilterY = 0.0F; this.mouseFilterXAxis.reset(); this.mouseFilterYAxis.reset(); } if (this.mc.gameSettings.smoothCamera) { this.smoothCamYaw += f2; this.smoothCamPitch += f3; float f4 = partialTicks - this.smoothCamPartialTicks; this.smoothCamPartialTicks = partialTicks; f2 = this.smoothCamFilterX * f4; f3 = this.smoothCamFilterY * f4; this.mc.thePlayer.setAngles(f2, f3 * (float)i); } else { this.smoothCamYaw = 0.0F; this.smoothCamPitch = 0.0F; this.mc.thePlayer.setAngles(f2, f3 * (float)i); }
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