本文整理汇总了Java中net.minecraft.entity.Entity.getEyeHeight方法的典型用法代码示例。如果您正苦于以下问题:Java Entity.getEyeHeight方法的具体用法?Java Entity.getEyeHeight怎么用?Java Entity.getEyeHeight使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.entity.Entity
的用法示例。
在下文中一共展示了Entity.getEyeHeight方法的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: setLookPositionWithEntity
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Sets position to look at using entity
*/
public void setLookPositionWithEntity(Entity entityIn, float deltaYaw, float deltaPitch)
{
this.posX = entityIn.posX;
if (entityIn instanceof EntityLivingBase)
{
this.posY = entityIn.posY + (double)entityIn.getEyeHeight();
}
else
{
this.posY = (entityIn.getEntityBoundingBox().minY + entityIn.getEntityBoundingBox().maxY) / 2.0D;
}
this.posZ = entityIn.posZ;
this.deltaLookYaw = deltaYaw;
this.deltaLookPitch = deltaPitch;
this.isLooking = true;
}
示例2: faceEntity
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
public void faceEntity(Entity entity)
{
double x = entity.posX - Wrapper.getPlayer().posX;
double z = entity.posZ - Wrapper.getPlayer().posZ;
double y = entity.posY + (entity.getEyeHeight()/1.4D) - Wrapper.getPlayer().posY + (Wrapper.getPlayer().getEyeHeight()/1.4D);
double helper = MathHelper.sqrt(x * x + z * z);
float newYaw = (float)((Math.toDegrees(-Math.atan(x / z))));
float newPitch = (float)-Math.toDegrees(Math.atan(y / helper));
if(z < 0 && x < 0) { newYaw = (float)(90D + Math.toDegrees(Math.atan(z / x))); }
else if(z < 0 && x > 0) { newYaw = (float)(-90D + Math.toDegrees(Math.atan(z / x))); }
Wrapper.getPlayer().rotationYaw = newYaw;
Wrapper.getPlayer().rotationPitch = newPitch;
Wrapper.getPlayer().rotationYawHead = newPitch;
}
示例3: shouldUpdateGlList
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
public boolean shouldUpdateGlList()
{
if (!this.updated)
{
return true;
}
else if (this.cloudTickCounter >= this.cloudTickCounterUpdate + 20)
{
return true;
}
else
{
Entity entity = this.mc.getRenderViewEntity();
boolean flag = this.cloudPlayerY + (double)entity.getEyeHeight() < 128.0D + (double)(this.mc.gameSettings.ofCloudsHeight * 128.0F);
boolean flag1 = entity.prevPosY + (double)entity.getEyeHeight() < 128.0D + (double)(this.mc.gameSettings.ofCloudsHeight * 128.0F);
return flag1 != flag;
}
}
示例4: getAnglesToPosition
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
public static float[] getAnglesToPosition(Entity player, double x, double y, double z) {
double deltaX = x - player.posX;
double deltaY = y - player.posY - player.getEyeHeight() - 0.3;
double deltaZ = z - player.posZ;
double yawToEntity; // tangent degree to entity
if (deltaZ < 0 && deltaX < 0) { // quadrant 3
yawToEntity = 90D + Math.toDegrees(Math.atan(deltaZ / deltaX)); // 90
// degrees
// forward
} else if (deltaZ < 0 && deltaX > 0) { // quadrant 4
yawToEntity = -90D + Math.toDegrees(Math.atan(deltaZ / deltaX)); // 90
// degrees
// back
} else { // quadrants one or two
yawToEntity = Math.toDegrees(-Math.atan(deltaX / deltaZ));
}
double distanceXZ = Math.sqrt(deltaX * deltaX + deltaZ
* deltaZ); // distance away for calculating pitch
double pitchToEntity = -Math.toDegrees(Math.atan(deltaY / distanceXZ)); // tangent
yawToEntity = wrapAngleTo180((float) yawToEntity);
pitchToEntity = wrapAngleTo180((float) pitchToEntity);
yawToEntity = isNaN(yawToEntity) ? 0 : yawToEntity;
pitchToEntity = isNaN(pitchToEntity) ? 0 : pitchToEntity;
return new float[] { (float) yawToEntity, (float) pitchToEntity };
}
示例5: attachToEntity
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
public void attachToEntity(Vector3 pos, Entity e)
{
attached = true;
attachedEntity = e;
attachedX = (float) (pos.x - e.posX);
attachedY = (float) (pos.y + height/2 - (e.posY - e.getEyeHeight() + e.height/2));
attachedZ = (float) (pos.z - e.posZ);
attachedYaw = getEntityRotation();
if(attachedEntity instanceof EntityPlayer)
attachedPlayerName = attachedEntity.getName();
moveToEntityExterior();
RedstoneEtherAddons.server().updateTracker(this);
}
示例6: getSquareDist
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
private static double getSquareDist(Entity source, Entity dest) {
Vec3d lowPosition = new Vec3d(source.posX, source.posY - 1, source.posZ);
Vec3d position = new Vec3d(source.posX, source.posY, source.posZ);
Vec3d eyePosition = new Vec3d(source.posX, source.posY + source.getEyeHeight(), source.posZ);
double d0 = lowPosition.squareDistanceTo(dest.posX, dest.posY, dest.posZ);
double d1 = position.squareDistanceTo(dest.posX, dest.posY, dest.posZ);
double d2 = eyePosition.squareDistanceTo(dest.posX, dest.posY, dest.posZ);
return Math.min(Math.min(d0, d1), d2);
}
示例7: getEyePos
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Get entities eye position
*/
public static Vec3d getEyePos(Entity entity) {
return new Vec3d(
entity.posX,
entity.posY + entity.getEyeHeight(),
entity.posZ
);
}
示例8: teleportToEntity
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Teleport the enderman to another entity
*/
protected boolean teleportToEntity(Entity p_70816_1_)
{
Vec3 vec3 = new Vec3(this.posX - p_70816_1_.posX, this.getEntityBoundingBox().minY + (double)(this.height / 2.0F) - p_70816_1_.posY + (double)p_70816_1_.getEyeHeight(), this.posZ - p_70816_1_.posZ);
vec3 = vec3.normalize();
double d0 = 16.0D;
double d1 = this.posX + (this.rand.nextDouble() - 0.5D) * 8.0D - vec3.xCoord * d0;
double d2 = this.posY + (double)(this.rand.nextInt(16) - 8) - vec3.yCoord * d0;
double d3 = this.posZ + (this.rand.nextDouble() - 0.5D) * 8.0D - vec3.zCoord * d0;
return this.teleportTo(d1, d2, d3);
}
示例9: teleportToEntity
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Teleport the enderman to another entity
*/
protected boolean teleportToEntity(Entity p_70816_1_)
{
Vec3d vec3d = new Vec3d(this.posX - p_70816_1_.posX, this.getEntityBoundingBox().minY + (double)(this.height / 2.0F) - p_70816_1_.posY + (double)p_70816_1_.getEyeHeight(), this.posZ - p_70816_1_.posZ);
vec3d = vec3d.normalize();
double d0 = 16.0D;
double d1 = this.posX + (this.rand.nextDouble() - 0.5D) * 8.0D - vec3d.xCoord * 16.0D;
double d2 = this.posY + (double)(this.rand.nextInt(16) - 8) - vec3d.yCoord * 16.0D;
double d3 = this.posZ + (this.rand.nextDouble() - 0.5D) * 8.0D - vec3d.zCoord * 16.0D;
return this.teleportTo(d1, d2, d3);
}
示例10: HealthBeam
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
public HealthBeam(World world, Entity entity, float speed)
{
super(world);
this.doSetup(entity, speed, 0, 0, entity.rotationYaw, entity.rotationPitch);
this.ownerX = entity.posX;
this.ownerY = entity.posY + entity.getEyeHeight() - 0.2;
this.ownerZ = entity.posZ;
}
示例11: runShader
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
public static void runShader() {
Minecraft mc = Minecraft.getMinecraft();
//TODO remove
if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD5)) {
destroyShader();
createShader();
}
//Use shader program
GL20.glUseProgram(shader.getShaderProgram());
//TODO third person view
Entity entity = mc.getRenderViewEntity();
float partialTicks = mc.getRenderPartialTicks();
double entityPosX = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double)partialTicks;
double entityPosY = entity.lastTickPosY + entity.getEyeHeight() + (entity.posY - entity.lastTickPosY) * (double)partialTicks;
double entityPosZ = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double)partialTicks;
float fov = (float) Math.toRadians(mc.entityRenderer.getFOVModifier(partialTicks, true));
//Set uniform values
int texUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "tex");
GL20.glUniform1i(texUniform, 0);
int cameraPosUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "cameraPos");
GL20.glUniform3f(cameraPosUniform, (float)entityPosX%16, (float)entityPosY%16, (float)entityPosZ%16);
int cameraDirUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "cameraDir");
GL20.glUniform3f(cameraDirUniform, -(float)Math.toRadians(entity.rotationPitch), (float)Math.toRadians(180+entity.rotationYaw), 0);
int fovyUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "fovy");
GL20.glUniform1f(fovyUniform, fov);
int fovxUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "fovx");
GL20.glUniform1f(fovxUniform, fov*Display.getWidth()/(float)Display.getHeight());
int sphericalUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "spherical");
GL20.glUniform1i(sphericalUniform, RayTracerSettings.spherical ? 1 : 0);
int stereoscopicUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "stereoscopic3d");
GL20.glUniform1i(stereoscopicUniform, RayTracerSettings.stereoscopic ? 1 : 0);
int eyeWidthUniform = GL20.glGetUniformLocation(shader.getShaderProgram(), "eyeWidth");
GL20.glUniform1f(eyeWidthUniform, 0.063f); //TODO input eyeWidth option
if (!pauseRendering) {
if (worldLoader == null) {
worldLoader = new WorldLoader();
}
if (worldLoader.dimension != mc.world.provider.getDimension()) {
worldLoader.dimension = mc.world.provider.getDimension();
}
worldLoader.updateWorld(entityPosX, entityPosY, entityPosZ, shader);
//Setup view
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glOrtho(-1, 1, -1, 1, -1, 1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix();
GL11.glLoadIdentity();
//Bind vbo and texture
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, shader.getVbo());
GL20.glEnableVertexAttribArray(0);
GL20.glVertexAttribPointer(0, 2, GL11.GL_BYTE, false, 0, 0L);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 8);
//Render
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6);
//Reset vbo and texture
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL20.glDisableVertexAttribArray(0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
//Reset view
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPopMatrix();
}
//Stop using shader program
GL20.glUseProgram(0);
}
示例12: fromLookVec
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
public static Vec3d fromLookVec(Entity entity, double range) {
Vec3d look = entity.getLookVec();
return new Vec3d(look.x * range, entity.getEyeHeight() + look.y * range, look.z * range);
}
示例13: getRelativeViewVector
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
private static Vector3 getRelativeViewVector(Vector3 pos)
{
Entity renderentity = Minecraft.getMinecraft().getRenderViewEntity();
return new Vector3((float)renderentity.posX - pos.x, (float)renderentity.posY + renderentity.getEyeHeight() - pos.y, (float)renderentity.posZ - pos.z);
}
示例14: updateRenderer
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Updates the entity renderer
*/
public void updateRenderer()
{
if (OpenGlHelper.shadersSupported && ShaderLinkHelper.getStaticShaderLinkHelper() == null)
{
ShaderLinkHelper.setNewStaticShaderLinkHelper();
}
this.updateFovModifierHand();
this.updateTorchFlicker();
this.fogColor2 = this.fogColor1;
this.thirdPersonDistanceTemp = this.thirdPersonDistance;
if (this.mc.gameSettings.smoothCamera)
{
float f = this.mc.gameSettings.mouseSensitivity * 0.6F + 0.2F;
float f1 = f * f * f * 8.0F;
this.smoothCamFilterX = this.mouseFilterXAxis.smooth(this.smoothCamYaw, 0.05F * f1);
this.smoothCamFilterY = this.mouseFilterYAxis.smooth(this.smoothCamPitch, 0.05F * f1);
this.smoothCamPartialTicks = 0.0F;
this.smoothCamYaw = 0.0F;
this.smoothCamPitch = 0.0F;
}
else
{
this.smoothCamFilterX = 0.0F;
this.smoothCamFilterY = 0.0F;
this.mouseFilterXAxis.reset();
this.mouseFilterYAxis.reset();
}
if (this.mc.getRenderViewEntity() == null)
{
this.mc.setRenderViewEntity(this.mc.thePlayer);
}
Entity entity = this.mc.getRenderViewEntity();
double d0 = entity.posX;
double d1 = entity.posY + (double)entity.getEyeHeight();
double d2 = entity.posZ;
float f3 = this.mc.theWorld.getLightBrightness(new BlockPos(d0, d1, d2));
float f4 = (float)this.mc.gameSettings.renderDistanceChunks / 16.0F;
f4 = MathHelper.clamp_float(f4, 0.0F, 1.0F);
float f2 = f3 * (1.0F - f4) + f4;
this.fogColor1 += (f2 - this.fogColor1) * 0.1F;
++this.rendererUpdateCount;
this.itemRenderer.updateEquippedItem();
this.addRainParticles();
this.bossColorModifierPrev = this.bossColorModifier;
if (BossStatus.hasColorModifier)
{
this.bossColorModifier += 0.05F;
if (this.bossColorModifier > 1.0F)
{
this.bossColorModifier = 1.0F;
}
BossStatus.hasColorModifier = false;
}
else if (this.bossColorModifier > 0.0F)
{
this.bossColorModifier -= 0.0125F;
}
}
示例15: updateRenderer
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Updates the entity renderer
*/
public void updateRenderer()
{
if (OpenGlHelper.shadersSupported && ShaderLinkHelper.getStaticShaderLinkHelper() == null)
{
ShaderLinkHelper.setNewStaticShaderLinkHelper();
}
this.updateFovModifierHand();
this.updateTorchFlicker();
this.fogColor2 = this.fogColor1;
this.thirdPersonDistancePrev = 4.0F;
if (this.mc.gameSettings.smoothCamera)
{
float f = this.mc.gameSettings.mouseSensitivity * 0.6F + 0.2F;
float f1 = f * f * f * 8.0F;
this.smoothCamFilterX = this.mouseFilterXAxis.smooth(this.smoothCamYaw, 0.05F * f1);
this.smoothCamFilterY = this.mouseFilterYAxis.smooth(this.smoothCamPitch, 0.05F * f1);
this.smoothCamPartialTicks = 0.0F;
this.smoothCamYaw = 0.0F;
this.smoothCamPitch = 0.0F;
}
else
{
this.smoothCamFilterX = 0.0F;
this.smoothCamFilterY = 0.0F;
this.mouseFilterXAxis.reset();
this.mouseFilterYAxis.reset();
}
if (this.mc.getRenderViewEntity() == null)
{
this.mc.setRenderViewEntity(this.mc.player);
}
Entity entity = this.mc.getRenderViewEntity();
double d2 = entity.posX;
double d0 = entity.posY + (double)entity.getEyeHeight();
double d1 = entity.posZ;
float f2 = this.mc.world.getLightBrightness(new BlockPos(d2, d0, d1));
float f3 = (float)this.mc.gameSettings.renderDistanceChunks / 16.0F;
f3 = MathHelper.clamp(f3, 0.0F, 1.0F);
float f4 = f2 * (1.0F - f3) + f3;
this.fogColor1 += (f4 - this.fogColor1) * 0.1F;
++this.rendererUpdateCount;
this.itemRenderer.updateEquippedItem();
this.addRainParticles();
this.bossColorModifierPrev = this.bossColorModifier;
if (this.mc.ingameGUI.getBossOverlay().shouldDarkenSky())
{
this.bossColorModifier += 0.05F;
if (this.bossColorModifier > 1.0F)
{
this.bossColorModifier = 1.0F;
}
}
else if (this.bossColorModifier > 0.0F)
{
this.bossColorModifier -= 0.0125F;
}
if (this.field_190567_ac > 0)
{
--this.field_190567_ac;
if (this.field_190567_ac == 0)
{
this.field_190566_ab = null;
}
}
}