Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- public void spin(Entity parEnt, Vec3 center) {
- Vec3 relPosY = Vec3.createVectorHelper(center.xCoord - parEnt.posX, 0, center.zCoord - parEnt.posZ);
- Vec3 relPosX = Vec3.createVectorHelper(0, center.yCoord - parEnt.posY, center.zCoord - parEnt.posZ);
- Vec3 relPosZ = Vec3.createVectorHelper(center.xCoord - parEnt.posX, center.yCoord - parEnt.posY, 0);
- float speed = 0.03F;
- float range = 40F;
- float adjuster = 5F;//((parEnt.entityId % 50) * 0.2D) + (Math.sin((worldObj.getWorldTime() % 500) * 0.01745329F) * range);
- //System.out.println("adjuster: " + adjuster);
- float yaw = -20F+(float) (((parEnt.entityId % 100) * 0.2D) + (Math.sin((worldObj.getWorldTime() % 600) * 0.01745329F) * range));//30F;//range + (float) (Math.sin((worldObj.getWorldTime() % 600) * 0.01745329F) * range);
- float pitch = -20F+(float) (((parEnt.entityId % 100) * 0.2D) + (Math.sin((200+worldObj.getWorldTime() % 600) * 0.01745329F) * range));//range + (float) (Math.sin((200+worldObj.getWorldTime() % 600) * 0.01745329F) * range);
- float roll = -20F+(float) (((parEnt.entityId % 100) * 0.2D) + (Math.sin((400+worldObj.getWorldTime() % 600) * 0.01745329F) * range));//range + (float) (Math.sin((400+worldObj.getWorldTime() % 600) * 0.01745329F) * range);
- relPosY.rotateAroundY((yaw/* + (float)adjuster*/) * 0.01745329F);
- relPosX.rotateAroundX((pitch) * 0.01745329F);
- relPosZ.rotateAroundZ((roll) * 0.01745329F);
- //relPos.rotateAroundZ((15F) * 0.01745329F);
- //Vec3 relPosFinal = relPosX.subtract(relPosY);
- parEnt.motionX += relPosX.xCoord / relPosX.lengthVector() * speed;
- parEnt.motionY += relPosX.yCoord / relPosX.lengthVector() * speed;
- parEnt.motionZ += relPosX.zCoord / relPosX.lengthVector() * speed;
- parEnt.motionX += relPosZ.xCoord / relPosZ.lengthVector() * speed;
- parEnt.motionY += relPosZ.yCoord / relPosZ.lengthVector() * speed;
- parEnt.motionZ += relPosZ.zCoord / relPosZ.lengthVector() * speed;
- parEnt.motionX += relPosY.xCoord / relPosY.lengthVector() * speed;
- parEnt.motionY += relPosY.yCoord / relPosY.lengthVector() * speed;
- parEnt.motionZ += relPosY.zCoord / relPosY.lengthVector() * speed;
- if (parEnt.onGround) parEnt.motionY += 1F;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement