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Cleanup
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src/main/kotlin/com/lambda/interaction/request/rotating/RotationManager.kt

Lines changed: 5 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -38,7 +38,6 @@ import com.lambda.util.math.MathUtils.toRadian
3838
import com.lambda.util.math.Vec2d
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import com.lambda.util.math.lerp
4040
import net.minecraft.client.input.Input
41-
import net.minecraft.client.input.KeyboardInput
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import net.minecraft.network.packet.s2c.play.PlayerPositionLookS2CPacket
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import net.minecraft.util.PlayerInput
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import net.minecraft.util.math.Vec2f
@@ -141,15 +140,9 @@ object RotationManager : RequestHandler<RotationRequest>(
141140

142141
val cos = cos(deltaYawRad)
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val sin = sin(deltaYawRad)
144-
// This is the IDEAL movement vector in the server-side entity's frame of reference
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val newStrafe = originalStrafe * cos - originalForward * sin
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val newForward = originalStrafe * sin + originalForward * cos
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148-
// --- ANGLE SNAPPING LOGIC ---
149-
// Instead of simple thresholds, we find the closest of the 8 possible directions.
150-
151-
// Get the angle of the ideal vector. atan2 gives us an angle in radians.
152-
// Note: Minecraft input vector's +Y is forward, +X is left.
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val angle = atan2(newStrafe.toDouble(), newForward.toDouble())
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155148
// Define the boundaries for our 8 sectors (in radians). Each sector is 45 degrees (PI/4).
@@ -192,7 +185,6 @@ object RotationManager : RequestHandler<RotationRequest>(
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pressRight = true
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}
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195-
// --- Update Minecraft's input objects ---
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input.playerInput = PlayerInput(
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pressForward,
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pressBackward,
@@ -203,18 +195,13 @@ object RotationManager : RequestHandler<RotationRequest>(
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input.playerInput.sprint()
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)
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206-
val f = getMovementMultiplier(input.playerInput.forward(), input.playerInput.backward())
207-
val g = getMovementMultiplier(input.playerInput.left(), input.playerInput.right())
208-
input.movementVector = Vec2f(g, f).normalize()
198+
val x = multiplier(input.playerInput.left(), input.playerInput.right())
199+
val y = multiplier(input.playerInput.forward(), input.playerInput.backward())
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input.movementVector = Vec2f(x, y).normalize()
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}
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211-
private fun getMovementMultiplier(positive: Boolean, negative: Boolean): Float {
212-
return if (positive == negative) {
213-
0.0f
214-
} else {
215-
if (positive) 1.0f else -1.0f
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}
217-
}
203+
private fun multiplier(positive: Boolean, negative: Boolean) =
204+
((if (positive) 1 else 0) - (if (negative) 1 else 0)).toFloat()
218205

219206
fun onRotationSend() {
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prevServerRotation = serverRotation

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