New method for getting looking location (#1503)

* New method for getting looking location

* improve
This commit is contained in:
ReinforceZwei 2021-03-13 22:23:58 +08:00 committed by GitHub
parent 240468ad22
commit 90505dbc4c
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 98 additions and 12 deletions

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@ -54,6 +54,18 @@ namespace MinecraftClient.Mapping
/// </summary>
public Location Location;
/// <summary>
/// Entity head yaw
/// </summary>
/// <remarks>Untested</remarks>
public float Yaw = 0;
/// <summary>
/// Entity head pitch
/// </summary>
/// <remarks>Untested</remarks>
public float Pitch = 0;
/// <summary>
/// Health of the entity
/// </summary>
@ -94,6 +106,25 @@ namespace MinecraftClient.Mapping
this.Equipment = new Dictionary<int, Item>();
this.Item = new Item(ItemType.Air, 0, null);
}
/// <summary>
/// Create a new entity based on Entity ID, Entity Type and location
/// </summary>
/// <param name="ID">Entity ID</param>
/// <param name="type">Entity Type Enum</param>
/// <param name="location">Entity location</param>
public Entity(int ID, EntityType type, Location location, byte yaw, byte pitch)
{
this.ID = ID;
this.Type = type;
this.Location = location;
this.Health = 1.0f;
this.Equipment = new Dictionary<int, Item>();
this.Item = new Item(ItemType.Air, 0, null);
this.Yaw = yaw * (1 / 256) * 360; // to angle in 360 degree
this.Pitch = pitch * (1 / 256) * 360;
}
/// <summary>
/// Create a new entity based on Entity ID, Entity Type, location, name and UUID
/// </summary>

View file

@ -152,5 +152,36 @@ namespace MinecraftClient.Mapping
{
chunks = new Dictionary<int, Dictionary<int, ChunkColumn>>();
}
/// <summary>
/// Get the location of block of the entity is looking
/// </summary>
/// <param name="location">Location of the entity</param>
/// <param name="yaw">Yaw of the entity</param>
/// <param name="pitch">Pitch of the entity</param>
/// <returns>Location of the block or empty Location if no block was found</returns>
public Location GetLookingBlockLocation(Location location, double yaw, double pitch)
{
double rotX = (Math.PI / 180) * yaw;
double rotY = (Math.PI / 180) * pitch;
double x = -Math.Cos(rotY) * Math.Sin(rotX);
double y = -Math.Sin(rotY);
double z = Math.Cos(rotY) * Math.Cos(rotX);
Location vector = new Location(x, y, z);
for (int i = 0; i < 5; i++)
{
Location newVector = vector * i;
Location blockLocation = location.EyesLocation() + new Location(newVector.X, newVector.Y, newVector.Z);
blockLocation.X = Math.Floor(blockLocation.X);
blockLocation.Y = Math.Floor(blockLocation.Y);
blockLocation.Z = Math.Floor(blockLocation.Z);
Block b = GetBlock(blockLocation);
if (b.Type != Material.Air)
{
return blockLocation;
}
}
return new Location();
}
}
}