本文整理汇总了Java中net.minecraft.util.Vec3.normalize方法的典型用法代码示例。如果您正苦于以下问题:Java Vec3.normalize方法的具体用法?Java Vec3.normalize怎么用?Java Vec3.normalize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.util.Vec3
的用法示例。
在下文中一共展示了Vec3.normalize方法的6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: teleportToEntity
import net.minecraft.util.Vec3; //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3: 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;
}
}
示例4: getFlowVector
import net.minecraft.util.Vec3; //导入方法依赖的package包/类
protected Vec3 getFlowVector(IBlockAccess worldIn, BlockPos pos)
{
Vec3 vec3 = new Vec3(0.0D, 0.0D, 0.0D);
int i = this.getEffectiveFlowDecay(worldIn, pos);
for (EnumFacing enumfacing : EnumFacing.Plane.HORIZONTAL)
{
BlockPos blockpos = pos.offset(enumfacing);
int j = this.getEffectiveFlowDecay(worldIn, blockpos);
if (j < 0)
{
if (!worldIn.getBlockState(blockpos).getBlock().getMaterial().blocksMovement())
{
j = this.getEffectiveFlowDecay(worldIn, blockpos.down());
if (j >= 0)
{
int k = j - (i - 8);
vec3 = vec3.addVector((double)((blockpos.getX() - pos.getX()) * k), (double)((blockpos.getY() - pos.getY()) * k), (double)((blockpos.getZ() - pos.getZ()) * k));
}
}
}
else if (j >= 0)
{
int l = j - i;
vec3 = vec3.addVector((double)((blockpos.getX() - pos.getX()) * l), (double)((blockpos.getY() - pos.getY()) * l), (double)((blockpos.getZ() - pos.getZ()) * l));
}
}
if (((Integer)worldIn.getBlockState(pos).getValue(LEVEL)).intValue() >= 8)
{
for (EnumFacing enumfacing1 : EnumFacing.Plane.HORIZONTAL)
{
BlockPos blockpos1 = pos.offset(enumfacing1);
if (this.isBlockSolid(worldIn, blockpos1, enumfacing1) || this.isBlockSolid(worldIn, blockpos1.up(), enumfacing1))
{
vec3 = vec3.normalize().addVector(0.0D, -6.0D, 0.0D);
break;
}
}
}
return vec3.normalize();
}
示例5: setVelocity
import net.minecraft.util.Vec3; //导入方法依赖的package包/类
public void setVelocity(Vec3 vDir, float v) {
vDir.normalize();
this.setVelocity(v * vDir.xCoord, v * vDir.yCoord, v * vDir.zCoord );
}
示例6: getFlowVector
import net.minecraft.util.Vec3; //导入方法依赖的package包/类
protected Vec3 getFlowVector(IBlockAccess worldIn, BlockPos pos)
{
Vec3 vec3 = new Vec3(0.0D, 0.0D, 0.0D);
int i = this.getEffectiveFlowDecay(worldIn, pos);
for (Object enumfacing0 : EnumFacing.Plane.HORIZONTAL)
{
EnumFacing enumfacing = (EnumFacing) enumfacing0;
BlockPos blockpos = pos.offset(enumfacing);
int j = this.getEffectiveFlowDecay(worldIn, blockpos);
if (j < 0)
{
if (!worldIn.getBlockState(blockpos).getBlock().getMaterial().blocksMovement())
{
j = this.getEffectiveFlowDecay(worldIn, blockpos.down());
if (j >= 0)
{
int k = j - (i - 8);
vec3 = vec3.addVector((double)((blockpos.getX() - pos.getX()) * k), (double)((blockpos.getY() - pos.getY()) * k), (double)((blockpos.getZ() - pos.getZ()) * k));
}
}
}
else if (j >= 0)
{
int l = j - i;
vec3 = vec3.addVector((double)((blockpos.getX() - pos.getX()) * l), (double)((blockpos.getY() - pos.getY()) * l), (double)((blockpos.getZ() - pos.getZ()) * l));
}
}
if (((Integer)worldIn.getBlockState(pos).getValue(LEVEL)).intValue() >= 8)
{
for (Object enumfacing10 : EnumFacing.Plane.HORIZONTAL)
{
EnumFacing enumfacing1 = (EnumFacing) enumfacing10;
BlockPos blockpos1 = pos.offset(enumfacing1);
if (this.isBlockSolid(worldIn, blockpos1, enumfacing1) || this.isBlockSolid(worldIn, blockpos1.up(), enumfacing1))
{
vec3 = vec3.normalize().addVector(0.0D, -6.0D, 0.0D);
break;
}
}
}
return vec3.normalize();
}