当前位置: 首页>>代码示例>>Java>>正文


Java Vec3d.distanceTo方法代码示例

本文整理汇总了Java中net.minecraft.util.math.Vec3d.distanceTo方法的典型用法代码示例。如果您正苦于以下问题:Java Vec3d.distanceTo方法的具体用法?Java Vec3d.distanceTo怎么用?Java Vec3d.distanceTo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net.minecraft.util.math.Vec3d的用法示例。


在下文中一共展示了Vec3d.distanceTo方法的7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: calculateAttenuation

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
private static float calculateAttenuation(double x, double y, double z)
{
	if (SoundPhysics.mc.thePlayer != null)
	{
		Vec3d playerPos = SoundPhysics.mc.thePlayer.getPositionVector();
		
		double soundDistance = playerPos.distanceTo(new Vec3d(x, y, z));
					
		float atten = (float)Math.max(1.0 - soundDistance / 16.0, 0.0f);		

		//logDetailed("Sound attenuation: " + atten);
		
		return atten;
	}
	else
	{
		//System.out.println("NULL PLAYER");
		return 1.0f;
	}		
}
 
开发者ID:sonicether,项目名称:Sound-Physics,代码行数:21,代码来源:SoundPhysics.java

示例2: rayIntersectsRotationWheel

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
 * Calculate the distance between the start of the ray and the rotation wheel.
 * @param ray - Ray to test.
 * @param p - Centre of rotation wheel.
 * @param n - Normal to rotation wheel.
 * @return - Distance or null if not intersection.
 */
public static Double rayIntersectsRotationWheel(RayTrace ray, Vec3d p, Vec3d n)
{
	Vec3d pI = getRayPlaneIntersection(ray,p,n);
	if(pI == null)
		return null;
	double d = pI.distanceTo(p);
	if(d > rotationWheelRadius - rotationWheelWidth && d < rotationWheelRadius + rotationWheelWidth)
		return ray.p0.distanceTo(pI);
	return null;
}
 
开发者ID:ObsidianSuite,项目名称:ObsidianSuite,代码行数:18,代码来源:MathHelper.java

示例3: findSuitablePositionNearPlayer

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
public static BlockPos findSuitablePositionNearPlayer(@Nonnull EntityMeeCreeps meeCreep, @Nonnull EntityPlayer player, double distance) {
    Vec3d playerPos = player.getPositionVector();
    Vec3d entityPos = meeCreep.getPositionVector();

    if (entityPos.distanceTo(playerPos) < (distance * 1.2)) {
        // No need to move
        return meeCreep.getPosition();
    }

    double dx = playerPos.x - entityPos.x;
    double dy = playerPos.x - entityPos.x;
    double dz = playerPos.x - entityPos.x;
    Vec3d v = new Vec3d(-dx, -dy, -dz);
    v = v.normalize();
    Vec3d pos = new Vec3d(playerPos.x + v.x * distance, playerPos.y + v.y * distance, playerPos.z + v.z * distance);
    // First find a good spot at the specific location
    World world = player.getEntityWorld();

    float width = meeCreep.width;
    float eyeHeight = meeCreep.getEyeHeight();

    // First try on the prefered spot
    BlockPos p = scanSuitablePos(new BlockPos(pos.x, pos.y + .5, pos.z), world, width, eyeHeight);
    if (p != null) return p;
    // No good spot to stand on found. Try other spots around the prefered spot
    p = scanAround(pos, world, width, eyeHeight);
    if (p != null) return p;
    // No good spot to stand on found. Try other spots around the player
    p = scanAround(playerPos, world, width, eyeHeight);
    if (p != null) return p;

    // If all else fails we go stand where the player is
    return player.getPosition();
}
 
开发者ID:McJty,项目名称:MeeCreeps,代码行数:35,代码来源:WorkerHelper.java

示例4: getBestPitch

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
 * Finds the pitch degree that yields the furthest distance
 */
public static double getBestPitch(ItemStack itemStack, Vec3d hitPos) {
    EntityPlayer localPlayer = MC.player;
    Vec3d initPos = EntityUtils.getEyePos(localPlayer);

    Angle angle = new Angle();
    angle.setYaw(LocalPlayerUtils.getViewAngles().getYaw());

    double minAngle = localPlayer.rotationPitch;
    double maxAngle = minAngle - 45.D;

    double bestOffset = -1;
    double bestDistance = -1;
    for(int i = 0; i < BESTPOS_ITERATIONS; i++) {
        double offset = Utils.scale(0.5D, 0, 1, minAngle, maxAngle);
        angle.setPitch(offset);
        Vec3d pos = getImpactPos(itemStack, initPos, hitPos, angle);
        double distance = pos.distanceTo(hitPos);
        if(bestDistance == -1 || distance < bestDistance) {
            bestDistance = distance;
            bestOffset = offset;
        }
        if((pos.y - hitPos.y) < 0)
            minAngle = offset;
        else
            maxAngle = offset;
    }
    return bestOffset;
}
 
开发者ID:fr1kin,项目名称:ForgeHax,代码行数:32,代码来源:ProjectileUtils.java

示例5: checkForStuck

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
 * Checks if entity haven't been moved when last checked and if so, clears current {@link
 * net.minecraft.pathfinding.PathEntity}
 */
protected void checkForStuck(Vec3d positionVec3)
{
    if (this.totalTicks - this.ticksAtLastPos > 100)
    {
        if (positionVec3.squareDistanceTo(this.lastPosCheck) < 2.25D)
        {
            this.clearPathEntity();
        }

        this.ticksAtLastPos = this.totalTicks;
        this.lastPosCheck = positionVec3;
    }

    if (this.currentPath != null && !this.currentPath.isFinished())
    {
        Vec3d vec3d = this.currentPath.getCurrentPos();

        if (vec3d.equals(this.timeoutCachedNode))
        {
            this.timeoutTimer += System.currentTimeMillis() - this.lastTimeoutCheck;
        }
        else
        {
            this.timeoutCachedNode = vec3d;
            double d0 = positionVec3.distanceTo(this.timeoutCachedNode);
            this.timeoutLimit = this.theEntity.getAIMoveSpeed() > 0.0F ? d0 / (double)this.theEntity.getAIMoveSpeed() * 1000.0D : 0.0D;
        }

        if (this.timeoutLimit > 0.0D && (double)this.timeoutTimer > this.timeoutLimit * 3.0D)
        {
            this.timeoutCachedNode = Vec3d.ZERO;
            this.timeoutTimer = 0L;
            this.timeoutLimit = 0.0D;
            this.clearPathEntity();
        }

        this.lastTimeoutCheck = System.currentTimeMillis();
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:44,代码来源:PathNavigate.java

示例6: actualRayTrace

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
public static Entity actualRayTrace(Entity entity, double dist)
{
    Vec3d vec3d = entity.getPositionEyes(1.0F);
    Vec3d vec3d1 = entity.getLook(1.0F);
    Vec3d vec3d2 = vec3d.addVector(vec3d1.xCoord * dist, vec3d1.yCoord * dist, vec3d1.zCoord * dist);

    Entity pointedEntity = null;
    List<Entity> list = entity.worldObj.getEntitiesInAABBexcluding(entity, entity.getEntityBoundingBox().addCoord(vec3d1.xCoord * dist, vec3d1.yCoord * dist, vec3d1.zCoord * dist).expand(1.0D, 1.0D, 1.0D), Predicates.and(EntitySelectors.NOT_SPECTATING, new Predicate<Entity>()
    {
        public boolean apply(@Nullable Entity p_apply_1_)
        {
            return p_apply_1_ != null && p_apply_1_.canBeCollidedWith();
        }
    }));


    for (int j = 0; j < list.size(); ++j)
    {
        Entity entity1 = (Entity)list.get(j);
        AxisAlignedBB axisalignedbb = entity1.getEntityBoundingBox().expandXyz((double)entity1.getCollisionBorderSize());
        RayTraceResult raytraceresult = axisalignedbb.calculateIntercept(vec3d, vec3d2);

        if (axisalignedbb.isVecInside(vec3d))
        {
            if (dist >= 0.0D)
            {
                pointedEntity = entity1;
                dist = 0.0D;
            }
        }
        else if (raytraceresult != null)
        {
            double d3 = vec3d.distanceTo(raytraceresult.hitVec);

            if (d3 < dist || dist == 0.0D)
            {
                if (entity1.getLowestRidingEntity() == entity.getLowestRidingEntity() && !entity.canRiderInteract())
                {
                    if (dist == 0.0D)
                    {
                        pointedEntity = entity1;
                    }
                }
                else
                {
                    pointedEntity = entity1;
                    dist = d3;
                }
            }
        }
    }

    return pointedEntity;


}
 
开发者ID:Drazuam,项目名称:RunicArcana,代码行数:57,代码来源:DustSymbolSight.java

示例7: isInRange

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
 * Check if entity is in attack range
 */
public boolean isInRange(Vec3d fromPos, Vec3d toPos) {
    double dist = isProjectileAimbotActivated() ? projectile_range.get() : range.get();
    return dist <= 0 || fromPos.distanceTo(toPos) <= dist;
}
 
开发者ID:fr1kin,项目名称:ForgeHax,代码行数:8,代码来源:AimbotMod.java


注:本文中的net.minecraft.util.math.Vec3d.distanceTo方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。