Jump to content

Recommended Posts

Posted (edited)

Right now, the camera moves perfectly fine, though the result is quite bad because it stutters a lot. How do I go to making this move smoothly? The method I am using is called on InputUpdateEvent and am using this: 

            if(!handler.isGuiOpen()) {
                int multiplier = 5; //TODO: Will be changed to sensitivity and will add a menu for changing this value

                //Equivalent to (Minecraft.getMinecraft().thePlayer.rotationPitch += controller.getAxes().getHORIZONTAL_RIGHT_STICKER().getValue();)
                if(deadzone(controller.getAxes().getHORIZONTAL_RIGHT_STICKER().getValue(),-0.1,0.1))
                    player.addRotationPitch( controller.getAxes().getHORIZONTAL_RIGHT_STICKER().getValue() * multiplier); // -1 is down, 1 is up, 0 is stateless

                if(deadzone(controller.getAxes().getVERTICAL_RIGHT_STICKER().getValue(),-0.1,0.1))
                    //Equivalent to (Minecraft.getMinecraft().thePlayer.rotationYaw += controller.getAxes().getVERTICAL_RIGHT_STICKER().getValue();)
                    player.addRotationYaw(controller.getAxes().getVERTICAL_RIGHT_STICKER().getValue() * multiplier); // -1 IS DOWN, 1 IS UP, 0 IS STATELESS

            }
 

 

Edited by fernthedev
Duplicate code
Posted

To smooth stuff out you want linear interpolation 

About Me

  Reveal hidden contents

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

  • 1 month later...
Posted

I'm sorry for necroing this post, if it's better to make a new post I will, but I have a few questions to ask. First I did accomplish smooth camera movement though it was just adding to rotationYaw/rotationPitch every render update, which if I understand it correctly, is per frame. This would mean that movement is going to be inconsistent due to it being basically frame bound if I am correct. In other words someone with 200 fps will move the camera faster than someone with 60 fps with the same sensitivity and movement. 

 

So as you said I have to use linear interpretation, though I am not entirely sure how to accomplish that. Should I use Minecraft's code to do this or do I have to create my own implementation?

 I've been looking through Minecraft's code and I've seen values such as

(EntityPlayer class)

this.interpTargetYaw = (double)yaw;
this.interpTargetPitch = (double)pitch;

which are modified in

setPositionAndRotationDirect(double x, double y, double z, float yaw, float pitch, int posRotationIncrements, boolean teleport)

Or do I have to do something such as this: https://stackoverflow.com/questions/36523396/interpolate-function-using-apache-commons-math or https://stackoverflow.com/questions/28961352/java-image-move-along-points-in-list-and-use-linear-interpolation

 

If so, how do I accomplish that when I only have the pitch/yaw value achieved from sensitivity * movementAmount

 

 

Posted

You should be able to use Minecraft.getMinecraft().timer.renderPartialTicks in your InputUpdateEvent handler to determine how long it's been since the last tick (that number is a float between 0.0f and 1.0f).  Use this to interpolate; interpolation is calculating a value between two values, e.g. 

float interpolated = oldVal + (newVal - oldVal) * partialTicks;

Obviously that means storing the old value as a copy of the latest value each tick.

Posted (edited)

So, by old value you mean the old pitch value or old partial ticks? Also is this correct? Because it is too slow at moving and stuttery (Tested with sensitivity = 5 and moves VERY slowly)

            double deadzoneAmount = updateSettings().getDeadzoneRight();

            double oldPitch = player.getRotationPitch();
            double oldYaw = player.getRotationYaw();

            double newPitch = oldPitch + controller.getAxes().getHORIZONTAL_RIGHT_STICKER().getValue() * updateSettings().getSensitivity();
            double newYaw = oldYaw + controller.getAxes().getVERTICAL_RIGHT_STICKER().getValue() * updateSettings().getSensitivity();

            double interpolatedPitch = oldPitch + (newPitch - oldPitch) * handler.partialTicks(); // Is Minecraft.getInstance().getRenderPartialTicks(); 1.13 forge
            double interpolatedYaw = oldYaw + (newYaw - oldYaw) * handler.partialTicks(); // Is Minecraft.getInstance().getRenderPartialTicks(); 1.13 forge



            // (Ignore this, old comment) Equivalent to (Minecraft.getMinecraft().thePlayer.rotationPitch += controller.getAxes().getHORIZONTAL_RIGHT_STICKER().getValue();)
            if (!deadzone(controller.getAxes().getHORIZONTAL_RIGHT_STICKER().getValue(), deadzoneAmount)) {
                interpolatedPitch = (float) oldPitch;
            }
//                player.addRotationPitch((float) (controller.getAxes().getHORIZONTAL_RIGHT_STICKER().getValue() * updateSettings().getSensitivity())); // -1 is down, 1 is up, 0 is stateless

            if (!deadzone(controller.getAxes().getVERTICAL_RIGHT_STICKER().getValue(), deadzoneAmount)) {
                interpolatedYaw = (float) oldYaw;
            }

            setRotation(interpolatedYaw, interpolatedPitch);

 

@Override
public void setRotation(double yaw, double pitch) {
    player.rotationYaw = (float) yaw;
    player.rotationPitch = (float) pitch;
}

 

Edit:

As of time of writing this, I have pushed the changes to github here: https://github.com/Fernthedev/controller-remap/blob/4d883367b92317c47b33d38b88523d4769b2164d/mod-core/src/main/java/com/github/fernthedev/controllerremapmod/core/ControllerHandler.java#L302-L331

Edited by fernthedev
Added github commit to better show implementation
Posted (edited)

Nevermind, I was quite stupid and didn't realize what I needed to do until I read your response a thousand times in my head. I basically stored the last tick every input movement event and moved the camera every render update event. Thanks a lot for your help, correct me if this practice isn't what you meant and if it does what I was trying to avoid.

Aaaaaaaand 5 minutes later after posting this, I realize it's still exactly what I didn't want. Well whoops, should have troubleshooted before posting .-.

Well kinda, it works but randomly the camera just stops and starts over as if I let go my joystick and started moving it again immediately 

 

A video showing this can be found here, showing the problem and how it's affected in different framerates.

 

Edited by fernthedev
a clarification

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.