Projectile entity is displayed incorrectly

Started by Luckydel on

Topic category: Help with modding (Java Edition)

Last seen on 13:11, 10. Nov 2022
Joined Sep 2022
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Projectile entity is displayed incorrectly

 

If I set projectile power greater than 4:

https://www.youtube.com/watch?v=lNKYIpI4XPA&feature=emb_title

Model projectile entity:
 

public class ModelBulletEntity_Model<T extends Entity> extends EntityModel<T> {
    public static final ModelLayerLocation LAYER_LOCATION = new ModelLayerLocation(new ResourceLocation(MainMod.MODID, "bulletentity_model"), "main");
    public ModelPart bb_main;

    public ModelBulletEntity_Model(ModelPart root) {
        this.bb_main = root.getChild("bb_main");
    }

    public static LayerDefinition createBodyLayer() {
        MeshDefinition meshdefinition = new MeshDefinition();
        PartDefinition partdefinition = meshdefinition.getRoot();
        PartDefinition bb_main = partdefinition.addOrReplaceChild("bb_main",
                CubeListBuilder.create().texOffs(0, 0).addBox(-1.0F, -1.0F, 0.0F, 1.0F, 1.0F, 1.0F, new CubeDeformation(0.0F)),
                PartPose.offset(0.0F, 0.0F, 0.0F));
        return LayerDefinition.create(meshdefinition, 16, 16);
    }

    @Override
    public void renderToBuffer(PoseStack poseStack, VertexConsumer vertexConsumer, int packedLight, int packedOverlay, float red, float green,
            float blue, float alpha) {
        bb_main.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha);
    }

    public void setupAnim(T entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch) {
    }
}

Renger projectile entity:

public class GunRenderer extends EntityRenderer<GunEntity> {
    private static final ResourceLocation texture = new ResourceLocation("main:textures/entities/bulletentity.png");
    private final ModelBulletEntity_Model model;

    public GunRenderer(EntityRendererProvider.Context context) {
        super(context);
        model = new ModelBulletEntity_Model(context.bakeLayer(ModelBulletEntity_Model.LAYER_LOCATION));
    }

    @Override
    public void render(GunEntity entityIn, float entityYaw, float partialTicks, PoseStack poseStack, MultiBufferSource bufferIn, int packedLightIn) {
        VertexConsumer vb = bufferIn.getBuffer(RenderType.entityCutout(this.getTextureLocation(entityIn)));
        poseStack.pushPose();
        poseStack.mulPose(Vector3f.YP.rotationDegrees(Mth.lerp(partialTicks, entityIn.yRotO, entityIn.getYRot()) - 90));
        poseStack.mulPose(Vector3f.ZP.rotationDegrees(90 + Mth.lerp(partialTicks, entityIn.xRotO, entityIn.getXRot())));
        model.renderToBuffer(poseStack, vb, packedLightIn, OverlayTexture.NO_OVERLAY, 1, 1, 1, 0.0625f);
        poseStack.popPose();
        super.render(entityIn, entityYaw, partialTicks, poseStack, bufferIn, packedLightIn);
    }

    @Override
    public ResourceLocation getTextureLocation(GunEntity entity) {
        return texture;
    }
}

Entity:

@OnlyIn(value = Dist.CLIENT, _interface = ItemSupplier.class)
public class GunEntity extends AbstractArrow implements ItemSupplier {
    public GunEntity(PlayMessages.SpawnEntity packet, Level world) {
        super(MainModEntities.GUN.get(), world);
    }

    public GunEntity(EntityType<? extends GunEntity> type, Level world) {
        super(type, world);
    }

    public GunEntity(EntityType<? extends GunEntity> type, double x, double y, double z, Level world) {
        super(type, x, y, z, world);
    }

    public GunEntity(EntityType<? extends GunEntity> type, LivingEntity entity, Level world) {
        super(type, entity, world);
    }

    @Override
    public Packet<?> getAddEntityPacket() {
        return NetworkHooks.getEntitySpawningPacket(this);
    }

    @Override
    @OnlyIn(Dist.CLIENT)
    public ItemStack getItem() {
        return ItemStack.EMPTY;
    }

    @Override
    protected ItemStack getPickupItem() {
        return ItemStack.EMPTY;
    }

    @Override
    protected void doPostHurtEffects(LivingEntity entity) {
        super.doPostHurtEffects(entity);
        entity.setArrowCount(entity.getArrowCount() - 1);
    }

    @Override
    public void tick() {
        super.tick();
        if (this.inGround)
            this.discard();
    }

    public static GunEntity shoot(Level world, LivingEntity entity, Random random, float power, double damage, int knockback) {
        GunEntity entityarrow = new GunEntity(MainModEntities.GUN.get(), entity, world);
        entityarrow.shoot(entity.getViewVector(1).x, entity.getViewVector(1).y, entity.getViewVector(1).z, power * 2, 0);
        entityarrow.setSilent(true);
        entityarrow.setCritArrow(false);
        entityarrow.setBaseDamage(damage);
        entityarrow.setKnockback(knockback);
        world.addFreshEntity(entityarrow);
        world.playSound(null, entity.getX(), entity.getY(), entity.getZ(),
                ForgeRegistries.SOUND_EVENTS.getValue(new ResourceLocation("entity.arrow.shoot")), SoundSource.PLAYERS, 1,
                1f / (random.nextFloat() * 0.5f + 1) + (power / 2));
        return entityarrow;
    }

    public static GunEntity shoot(LivingEntity entity, LivingEntity target) {
        GunEntity entityarrow = new GunEntity(MainModEntities.GUN.get(), entity, entity.level);
        double dx = target.getX() - entity.getX();
        double dy = target.getY() + target.getEyeHeight() - 1.1;
        double dz = target.getZ() - entity.getZ();
        entityarrow.shoot(dx, dy - entityarrow.getY() + Math.hypot(dx, dz) * 0.2F, dz, 8.1f * 2, 12.0F);
        entityarrow.setSilent(true);
        entityarrow.setBaseDamage(5);
        entityarrow.setKnockback(5);
        entityarrow.setCritArrow(false);
        entity.level.addFreshEntity(entityarrow);
        entity.level.playSound(null, entity.getX(), entity.getY(), entity.getZ(),
                ForgeRegistries.SOUND_EVENTS.getValue(new ResourceLocation("entity.arrow.shoot")), SoundSource.PLAYERS, 1,
                1f / (new Random().nextFloat() * 0.5f + 1));
        return entityarrow;
    }
}

if nothing can be done about it, perhaps there is a way to slow down the fall of the projectile? He falls too fast with little power