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Where is the horse or pig EntityViewRenderEvent.CameraSetup when riding them.


TheRPGAdventurer

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So i have a rideable dragon, with its camera extended using EntityViewRenderEvent.CameraSetup, problem is, it pass through blocks and maybe exploited to find caves below.

SO I need a horse or pig EntityViewRenderEvent.CameraSetup to figure out how they dont pass through blocks.

	@SubscribeEvent
	public void thirdPersonCameraFix(EntityViewRenderEvent.CameraSetup event) {
		EntityPlayer player = Minecraft.getMinecraft().player;

		if(player.getRidingEntity() instanceof EntityTameableDragon) {	
			float scale = MathX.clamp(((EntityTameableDragon) player.getRidingEntity()).getScale(), 0.1f, 1f);
			if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 1) {
				GL11.glTranslated(0F , -1.4F, -10.8 * scale); 
			}
			
			if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 2) {
				GL11.glTranslated(0F , -0.8F, 10.8 * scale);
			}
		} else if(player.getRidingEntity() instanceof EntityCarriage) {			
			if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 1) {
				GL11.glTranslated(0F , -0.8F, -10.8); 
			}
			
			if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 2) {
				GL11.glTranslated(0F , -0.8F, 10.8);
			}
		}
	}

 

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27 minutes ago, TheRPGAdventurer said:

SO I need a horse or pig EntityViewRenderEvent.CameraSetup to figure out how they dont pass through blocks.

You are out of luck as they don't utilize one. The camera(and it's behaviour) doesn't change when you are riding a pig/horse.

 

28 minutes ago, TheRPGAdventurer said:

GL11.glTranslated(0F , -1.4F, -10.8 * scale);

Don't use GL11 directly, use GlStateManager.

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Horse uses the default camera. Camera colliding with blocks and adjusting it's position is a behaviour of the default camera.

Edit: to clarify and potentially make this topic smaller - cameras are not a feature of OpenGL, neither are collision. Minecraft processes the camera on the CPU, then adjusts the view matrix according to the new position. You are just directly manipulating the GL view matrix, which obviously doesn't care about collisions or anything. You need to implement an algorithm that would adjust the transformations made to the view matrix based on the collisions of the camera. You would probably want to simply raytrace the blocks along the [desired camera pos] - [player's eyes] vector. Raytracing should return a hit vector - that's your position and your transformation.

Edited by V0idWa1k3r
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2 hours ago, V0idWa1k3r said:

You need to implement an algorithm that would adjust the transformations made to the view matrix based on the collisions of the camera. You would probably want to simply raytrace the blocks along the [desired camera pos] - [player's eyes] vector. Raytracing should return a hit vector - that's your position and your transformation.

Exactly the reason here i need the vanilla camera

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  • 1 month later...
On 12/16/2018 at 9:00 AM, V0idWa1k3r said:

You need to implement an algorithm that would adjust the transformations made to the view matrix based on the collisions of the camera. You would probably want to simply raytrace the blocks along the [desired camera pos] - [player's eyes] vector. Raytracing should return a hit vector - that's your position and your transformation.

You are already using the correct event, you just need to implement this logic.

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	@SubscribeEvent
	public void thirdPersonCameraFix(EntityViewRenderEvent.CameraSetup event) {
		EntityPlayer player = Minecraft.getMinecraft().player;
		Vec3d vec = player.rayTrace(10, player.ticksExisted).hitVec;
		Vec3d distToBlock = player.getLook(player.ticksExisted).subtract(vec);

		if(player.getRidingEntity() instanceof EntityTameableDragon) {	
			float scale = MathX.clamp(((EntityTameableDragon) player.getRidingEntity()).getScale(), 0.1f, 1f);
			
			if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 1) {
				GlStateManager.translate(0F - vec.x, -1.7F - vec.y, -DragonMountsConfig.ThirdPersonZoom * scale - vec.z); 
			}
			
			if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 2) { 
				GlStateManager.translate(0F - vec.x, -1.8F - vec.y, DragonMountsConfig.ThirdPersonZoom * scale - vec.z);
			}
		} else if(player.getRidingEntity() instanceof EntityCarriage) {			
			if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 1) {
				GlStateManager.translate(0F - vec.x, -1.8F - vec.y, -10.8 - vec.z); 
			}
			
			if(Minecraft.getMinecraft().gameSettings.thirdPersonView == 2) {
				GlStateManager.translate(0F - vec.x, -1.8F - vec.y, 10.8 - vec.z);
			}
		}
	}
}

How's this

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It gives you a normalised vector IIRC

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