本文整理汇总了Java中com.flowpowered.math.vector.Vector3d类的典型用法代码示例。如果您正苦于以下问题:Java Vector3d类的具体用法?Java Vector3d怎么用?Java Vector3d使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
Vector3d类属于com.flowpowered.math.vector包,在下文中一共展示了Vector3d类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: onItemUse
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
@Override
public boolean onItemUse(ItemStack itemStack, Player player, HandType currHand, BlockSnapshot clickedBlock,
Direction side, Vector3d hitPoint) {
CustomWorld world = WorldManager.toCustomWorld(player.getWorld());
Vector3d pos;
if (hitPoint == null) {
pos = clickedBlock.getPosition().add(side.asBlockOffset()).toDouble().add(0.5, 0, 0.5);
} else {
pos = clickedBlock.getPosition().toDouble().add(hitPoint);
}
TurtleEntity turtle = new TurtleEntity(player.getWorld());
turtle.setPosition(pos);
Vector3d r = player.getHeadRotation();
turtle.setRotation(new Vector3d(r.getX(), r.getY() + 180, r.getZ()));
if (world.spawnEntity(turtle)) {
if (player.gameMode().get() != GameModes.CREATIVE) {
itemStack.setQuantity(itemStack.getQuantity() - 1);
if (itemStack.getQuantity() == 0) {
itemStack = null;
}
player.setItemInHand(currHand, itemStack);
}
}
return false;
}
示例2: teleport
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
public boolean teleport(final World world, final Vector3d vector){
if (this.getVehicle().isPresent()){
final Entity horse = this.getVehicle().get();
if (horse.toContainer().getView(DataQuery.of("UnsafeData")).isPresent()){
if (horse.toContainer().getView(DataQuery.of("UnsafeData")).get().getString(DataQuery.of("OwnerUUID")).isPresent()){
UUID owner = UUID.fromString(horse.toContainer().getView(DataQuery.of("UnsafeData")).get().getString(DataQuery.of("OwnerUUID")).get());
if (this.getUniqueId().equals(owner)){
this.setVehicle(null);
horse.transferToWorld(world, vector);
if (this.setLocation(world.getLocation(vector))) {
this.setVehicle(horse);
return true;
}
}
}
}
}
return this.setLocation(world.getLocation(vector));
}
示例3: getEPlayers
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
public Map<Player, Integer> getEPlayers(int distance) {
Map<Player, Integer> list = new HashMap<Player, Integer>();
distance = Math.max((distance ^ 2) - 1, 0);
Vector3d vect = this.getLocation().getPosition();
for (Player player : this.plugin.getEServer().getOnlinePlayers()) {
if (!this.equals(player) && this.getWorld().equals(player.getWorld())) {
//if (player.isHidden(player)) {
Integer delta = (int) Math.floor(player.getLocation().getPosition().distance(vect));
if (delta < distance) {
list.put(player, delta);
}
//}
}
}
return list;
}
示例4: PipeBlock
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
public PipeBlock() {
this.pane = ItemStack.of(ItemTypes.STAINED_GLASS_PANE, 1);
Vector3d rotX = new Vector3d(90, 0, 0);
Vector3d rotY = new Vector3d(0, 90, 0);
this.entityStruct = new MultiEntityStructure.Builder()
.define(Direction.DOWN.name(), EntityTypes.ARMOR_STAND,
armorStandOffset(true, Axis.Z, new Vector3f(0.5, 0.2, 0.5)),
ArmorStand.class, stand -> setupArmorStand(stand, rotX))
.define(Direction.UP.name(), EntityTypes.ARMOR_STAND,
armorStandOffset(true, Axis.Z, new Vector3f(0.5, 0.7375, 0.5)),
ArmorStand.class, stand -> setupArmorStand(stand, rotX))
.define(Direction.NORTH.name(), EntityTypes.ARMOR_STAND,
armorStandOffset(false, Axis.Z, new Vector3f(0.5, 0.2, 0.2)),
ArmorStand.class, stand -> setupArmorStand(stand, null))
.define(Direction.SOUTH.name(), EntityTypes.ARMOR_STAND,
armorStandOffset(false, Axis.Z, new Vector3f(0.5, 0.2, 0.8)),
ArmorStand.class, stand -> setupArmorStand(stand, null))
.define(Direction.EAST.name(), EntityTypes.ARMOR_STAND,
armorStandOffset(false, Axis.X, new Vector3f(0.8, 0.2, 0.5)),
ArmorStand.class, stand -> setupArmorStand(stand, rotY))
.define(Direction.WEST.name(), EntityTypes.ARMOR_STAND,
armorStandOffset(false, Axis.X, new Vector3f(0.2, 0.2, 0.5)),
ArmorStand.class, stand -> setupArmorStand(stand, rotY))
.build();
}
示例5: commandSpawnMob
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
private CompletableFuture<Boolean> commandSpawnMob(final EPlayer player, EntityTemplate format, int amount, Vector3d location) {
for(int cpt=0; cpt < amount; cpt++) {
Entity entity = player.getWorld().createEntityNaturally(format.getType(), location);
format.apply(entity, player.get());
player.getWorld().spawnEntity(
entity,
Cause.source(this.plugin)
.owner(player.get())
.notifier(player.get())
.build());
}
EEMessages.SPAWNMOB_MOB.sender()
.replace("{amount}", String.valueOf(amount))
.replace("{entity}", StringUtils.capitalize(format.getName()))
.sendTo(player);
return CompletableFuture.completedFuture(true);
}
示例6: groundEntity
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
private static Handler groundEntity()
{
return mount -> {
double speed = mount.currentSpeed();
Vector3d rotation = mount.player.getHeadRotation();
Vector3d velocity = rotationToVelocity(mount.player.getRotation(), speed, 0).add(0, mount.vehicle.getVelocity().getY(), 0);
Vector3d ahead = direction(rotation).mul(1, 0, 1);
Optional<PassableProperty> passable = mount.vehicle.getLocation().add(ahead).getProperty(PassableProperty.class);
if (!passable.map(AbstractProperty::getValue).orElse(true) && canJump(mount.vehicle))
{
velocity = velocity.add(0, 0.15 + (speed * 0.15), 0);
}
mount.vehicle.setVelocity(velocity);
mount.vehicle.setRotation(rotation);
};
}
示例7: getPickaxeRot
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
private Vector3d getPickaxeRot() {
Direction facing = Utils.rotationToDirection(this.rotation.getY());
if (facing == Direction.NORTH) {
return new Vector3d(0, 180, 0);
}
if (facing == Direction.EAST) {
return new Vector3d(0, 270, 0);
}
if (facing == Direction.SOUTH) {
return Vector3d.ZERO;
}
if (facing == Direction.WEST) {
return new Vector3d(0, 90, 0);
}
return this.rotation;
}
示例8: modifyArray
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
private static void modifyArray(JsonObject parent, String name, Vector3d defaultValue, Vector3d modification, BinaryOperator<Vector3d> operator) {
JsonElement supposedArray = parent.get(name);
JsonArray array = supposedArray != null && supposedArray.isJsonArray() ? supposedArray.getAsJsonArray() : new JsonArray();
if(array.size() < 3) {
array = new JsonArray();
array.add(new JsonPrimitive(defaultValue.getX()));
array.add(new JsonPrimitive(defaultValue.getY()));
array.add(new JsonPrimitive(defaultValue.getZ()));
}
Vector3d found = new Vector3d(array.get(0).getAsDouble(), array.get(1).getAsDouble(), array.get(2).getAsDouble());
Vector3d result = operator.apply(found, modification);
array = new JsonArray();
array.add(new JsonPrimitive(result.getX()));
array.add(new JsonPrimitive(result.getY()));
array.add(new JsonPrimitive(result.getZ()));
parent.add(name, array);
}
示例9: createDummyArmorStand
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
static ArmorStand createDummyArmorStand(Block block) {
World world = block.getWorld()
.orElseThrow(() -> new IllegalStateException("Could not access the world this block resides in."));
Vector3d armorStandPosition = block.getPosition().toDouble().add(Vector3d.ONE.mul(0.5));
ArmorStand armorStand = (ArmorStand) world.createEntity(EntityTypes.ARMOR_STAND, armorStandPosition);
armorStand.offer(Keys.IS_SILENT, true);
armorStand.offer(Keys.INVISIBLE, true);
armorStand.offer(Keys.ARMOR_STAND_MARKER, true);
armorStand.offer(Keys.HAS_GRAVITY, false);
armorStand.offer(Keys.PERSISTS, true);
armorStand.offer(Keys.IS_SILENT, true);
armorStand.setHeadRotation(Vector3d.ZERO);
armorStand.setRotation(Vector3d.ZERO);
return armorStand;
}
示例10: getBackgroundFeature
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
private GUIFeature getBackgroundFeature(GUIBackground background) {
TextureId id = background.getTextureId();
return GUIFeature.builder()
.id(id.toString())
.model(GUIModel.builder()
.plugin(pluginContainer.getInstance()
.orElseThrow(() -> new IllegalStateException("Could not access the plugin instance.")))
.textureId(id)
.textureSize(Vector2d.from(getInventoryTextureWidth(), getInventoryTextureHeight(highPrioritySlots.length)))
.textureOffset(Vector3d.from(0, 0, -100))
.uvRegion(Vector4d.from(
background.getUvTopLeft().getX(),
background.getUvTopLeft().getY(),
background.getUvTopLeft().getX() + getInventoryTextureWidth(),
background.getUvTopLeft().getY() + getInventoryTextureHeight(highPrioritySlots.length)
))
.build())
.build();
}
示例11: getModelTranslation
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
public Vector3d getModelTranslation() {
// The texture must have a 1;1 aspect ratio, so it is expanded
Vector2d uvRegionSize = getUvRegionSize();
Vector2d result2d = Vector2d.ZERO;
// First, align with the upper left corner of the inventory slot
result2d = result2d.add(uvRegionSize);
result2d = result2d.sub(Vector2d.from(INVENTORY_TEXTURE_SLOT_SIZE));
result2d = result2d.div(2);
// Apply custom offset
Vector3d result3d = result2d.toVector3().add(this.textureOffset);
// Finally, flip the Y coordinate, because it's inverse in minecraft
result3d = result3d.mul(1, -1, 1);
return result3d;
}
示例12: serialize
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
public static JsonObject serialize(Vector3d vector3d) {
return JsonBuilder.object()
.add("x", vector3d.getX())
.add("y", vector3d.getY())
.add("z", vector3d.getZ())
.build();
}
示例13: deserialize3d
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
public static Vector3d deserialize3d(JsonElement element) {
return new Vector3d(
element.getAsJsonObject().get("x").getAsDouble(),
element.getAsJsonObject().get("y").getAsDouble(),
element.getAsJsonObject().get("z").getAsDouble()
);
}
示例14: loadConfigValues
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
private void loadConfigValues() {
try {
log_opened_crates = config.getNode("LOG_OPENED_CRATES").getBoolean(false);
check_updates = config.getNode("CHECK_UPDATES").getBoolean(true);
hologram_offset = config.getNode("HOLOGRAM_OFFSET").getValue(TypeToken.of(Vector3d.class), new Vector3d(0.5, -1.2, 0.5));
} catch (ObjectMappingException e) {
logger.warn("Exception loading config values!", e);
}
}
示例15: sendPacketWithinDistance
import com.flowpowered.math.vector.Vector3d; //导入依赖的package包/类
@Override
public void sendPacketWithinDistance(Packet packet, Location<World> location, double distance) {
net.minecraft.network.Packet mcPacket = (net.minecraft.network.Packet)packet;
Vector3d vec = location.getPosition();
double distanceSquared = distance * distance;
for(Player player : location.getExtent().getPlayers()) {
double d = player.getLocation().getPosition().distanceSquared(vec);
if(d > distanceSquared) continue;
((EntityPlayerMP)player).connection.sendPacket(mcPacket);
}
}