PolynomialProjectileAngleCalculator

Solves this problem by approximating the trajectory as a second degree polynomial. This approximation is good for ~20 ticks.

Currently only used as backup

Functions

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open override fun calculateAngleFor(projectileInfo: TrajectoryInfo, sourcePos: Vec3, targetPosFunction: PositionExtrapolation, targetShape: EntityDimensions): Rotation?
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open fun calculateAngleForEntity(projectileInfo: TrajectoryInfo, entity: LivingEntity): Rotation?
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open fun calculateAngleForStaticTarget(projectileInfo: TrajectoryInfo, target: Vec3, shape: EntityDimensions): Rotation?