本文整理汇总了Java中net.minecraft.util.Vec3.lengthVector方法的典型用法代码示例。如果您正苦于以下问题:Java Vec3.lengthVector方法的具体用法?Java Vec3.lengthVector怎么用?Java Vec3.lengthVector使用的例子?那么, 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.util.Vec3
的用法示例。
在下文中一共展示了Vec3.lengthVector方法的2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: shouldAttackPlayer
import net.minecraft.util.Vec3; //导入方法依赖的package包/类
/**
* Checks to see if this enderman should be attacking this player
*/
private boolean shouldAttackPlayer(EntityPlayer player)
{
ItemStack itemstack = player.inventory.armorInventory[3];
if (itemstack != null && itemstack.getItem() == Item.getItemFromBlock(Blocks.pumpkin))
{
return false;
}
else
{
Vec3 vec3 = player.getLook(1.0F).normalize();
Vec3 vec31 = new Vec3(this.posX - player.posX, this.getEntityBoundingBox().minY + (double)(this.height / 2.0F) - (player.posY + (double)player.getEyeHeight()), this.posZ - player.posZ);
double d0 = vec31.lengthVector();
vec31 = vec31.normalize();
double d1 = vec3.dotProduct(vec31);
return d1 > 1.0D - 0.025D / d0 ? player.canEntityBeSeen(this) : false;
}
}
示例2: handleMaterialAcceleration
import net.minecraft.util.Vec3; //导入方法依赖的package包/类
/**
* handles the acceleration of an object whilst in water. Not sure if it is used elsewhere.
*/
public boolean handleMaterialAcceleration(AxisAlignedBB bb, Material materialIn, Entity entityIn)
{
int i = MathHelper.floor_double(bb.minX);
int j = MathHelper.floor_double(bb.maxX + 1.0D);
int k = MathHelper.floor_double(bb.minY);
int l = MathHelper.floor_double(bb.maxY + 1.0D);
int i1 = MathHelper.floor_double(bb.minZ);
int j1 = MathHelper.floor_double(bb.maxZ + 1.0D);
if (!this.isAreaLoaded(i, k, i1, j, l, j1, true))
{
return false;
}
else
{
boolean flag = false;
Vec3 vec3 = new Vec3(0.0D, 0.0D, 0.0D);
BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos();
for (int k1 = i; k1 < j; ++k1)
{
for (int l1 = k; l1 < l; ++l1)
{
for (int i2 = i1; i2 < j1; ++i2)
{
blockpos$mutableblockpos.func_181079_c(k1, l1, i2);
IBlockState iblockstate = this.getBlockState(blockpos$mutableblockpos);
Block block = iblockstate.getBlock();
if (block.getMaterial() == materialIn)
{
double d0 = (double)((float)(l1 + 1) - BlockLiquid.getLiquidHeightPercent(((Integer)iblockstate.getValue(BlockLiquid.LEVEL)).intValue()));
if ((double)l >= d0)
{
flag = true;
vec3 = block.modifyAcceleration(this, blockpos$mutableblockpos, entityIn, vec3);
}
}
}
}
}
if (vec3.lengthVector() > 0.0D && entityIn.isPushedByWater())
{
vec3 = vec3.normalize();
double d1 = 0.014D;
entityIn.motionX += vec3.xCoord * d1;
entityIn.motionY += vec3.yCoord * d1;
entityIn.motionZ += vec3.zCoord * d1;
}
return flag;
}
}