当前位置: 首页>>代码示例>>Java>>正文


Java Vec3d.normalize方法代码示例

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


在下文中一共展示了Vec3d.normalize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: viewToFaceVec

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
public static Vec3i viewToFaceVec(Vec3d viewVector, double length)
{
    //normalize vector so we can work with it better
    viewVector = viewVector.normalize();
    int majorAxis = 0;
    if(Math.abs(viewVector.yCoord)>=Math.abs(viewVector.xCoord) && Math.abs(viewVector.yCoord)>=Math.abs(viewVector.zCoord)) majorAxis=1;
    else if(Math.abs(viewVector.zCoord)>=Math.abs(viewVector.xCoord) && Math.abs(viewVector.zCoord)>=Math.abs(viewVector.yCoord)) majorAxis=2;
    length = Math.round(length);

    switch(majorAxis)
    {
        case 0:
            return new Vec3i(Math.signum(viewVector.xCoord)*length,0,0);
        case 1:
            return new Vec3i(0,Math.signum(viewVector.yCoord)*length,0);
        case 2:
            return new Vec3i(0,0,Math.signum(viewVector.zCoord)*length);
        default:
            break;

    }

    return new Vec3i(1,0,0);
}
 
开发者ID:Drazuam,项目名称:RunicArcana,代码行数:25,代码来源:DustSymbolProjection.java

示例2: shouldAttackPlayer

import net.minecraft.util.math.Vec3d; //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 = (ItemStack)player.inventory.armorInventory.get(3);

    if (itemstack.getItem() == Item.getItemFromBlock(Blocks.PUMPKIN))
    {
        return false;
    }
    else
    {
        Vec3d vec3d = player.getLook(1.0F).normalize();
        Vec3d vec3d1 = new Vec3d(this.posX - player.posX, this.getEntityBoundingBox().minY + (double)this.getEyeHeight() - (player.posY + (double)player.getEyeHeight()), this.posZ - player.posZ);
        double d0 = vec3d1.lengthVector();
        vec3d1 = vec3d1.normalize();
        double d1 = vec3d.dotProduct(vec3d1);
        return d1 > 1.0D - 0.025D / d0 ? player.canEntityBeSeen(this) : false;
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:22,代码来源:EntityEnderman.java

示例3: shouldAttackPlayer

import net.minecraft.util.math.Vec3d; //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
    {
        Vec3d vec3d = player.getLook(1.0F).normalize();
        Vec3d vec3d1 = new Vec3d(this.posX - player.posX, this.getEntityBoundingBox().minY + (double)this.getEyeHeight() - (player.posY + (double)player.getEyeHeight()), this.posZ - player.posZ);
        double d0 = vec3d1.lengthVector();
        vec3d1 = vec3d1.normalize();
        double d1 = vec3d.dotProduct(vec3d1);
        return d1 > 1.0D - 0.025D / d0 ? player.canEntityBeSeen(this) : false;
    }
}
 
开发者ID:F1r3w477,项目名称:CustomWorldGen,代码行数:22,代码来源:EntityEnderman.java

示例4: isEntityWithinPlayerFOV

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
private boolean isEntityWithinPlayerFOV(EntityPlayer player, Entity entity) {
    // code used from the Enderman player looking code.
    Vec3d vec3 = player.getLook(1.0F).normalize();
    Vec3d vec31 = new Vec3d(entity.posX - player.posX, entity.getEntityBoundingBox().minY + entity.height / 2.0F - (player.posY + player.getEyeHeight()), entity.posZ - player.posZ);
    double d0 = vec31.lengthVector();
    vec31 = vec31.normalize();
    double d1 = vec3.dotProduct(vec31);
    return d1 > 1.0D - 2.5D / d0;
    // return d1 > 1.0D - 0.025D / d0;
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:11,代码来源:EntityTrackUpgradeHandler.java

示例5: isPlayerLookingAtTarget

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
private boolean isPlayerLookingAtTarget() {
    // code used from the Enderman player looking code.
    EntityPlayer player = FMLClientHandler.instance().getClient().player;
    World world = FMLClientHandler.instance().getClient().world;
    Vec3d vec3 = player.getLook(1.0F).normalize();
    Vec3d vec31 = new Vec3d(entity.posX - player.posX, entity.getEntityBoundingBox().minY + entity.height / 2.0F - (player.posY + player.getEyeHeight()), entity.posZ - player.posZ);
    double d0 = vec31.lengthVector();
    vec31 = vec31.normalize();
    double d1 = vec3.dotProduct(vec31);
    return d1 > 1.0D - 0.050D / d0;
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:12,代码来源:RenderTarget.java

示例6: isPlayerLookingAtTarget

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
private boolean isPlayerLookingAtTarget() {
    Vec3d vec3 = player.getLook(1.0F).normalize();
    Vec3d vec31 = new Vec3d(pos.getX() + 0.5D - player.posX, pos.getY() + 0.5D - player.posY - player.getEyeHeight(), pos.getZ() + 0.5D - player.posZ);
    double d0 = vec31.lengthVector();
    vec31 = vec31.normalize();
    double d1 = vec3.dotProduct(vec31);
    return d1 > 1.0D - 0.025D / d0;
}
 
开发者ID:TeamPneumatic,项目名称:pnc-repressurized,代码行数:9,代码来源:RenderBlockTarget.java

示例7: 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8: findTargetEntity

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
 * Finds entity closest to crosshair
 */
public Entity findTargetEntity(Vec3d selfPos, Vec3d selfLookVec, Angle viewAngles) {
    final World world = Minecraft.getMinecraft().world;
    final Vec3d selfLookVecNormal = selfLookVec.normalize();
    Entity target = null;
    double shortestDistance = -1;
    synchronized (world.loadedEntityList) {
        for (Entity entity : Collections.synchronizedList(Lists.newArrayList(world.loadedEntityList))) {
            if(entity != null) {
                Vec3d pos = EntityUtils.getOBBCenter(entity);
                if (isValidTarget(entity, pos, selfPos, selfLookVec, viewAngles)) {
                    double distance = pos
                            .subtract(selfPos)
                            .normalize()
                            .subtract(selfLookVecNormal)
                            .lengthVector();
                    if (shortestDistance == -1 || distance < shortestDistance) {
                        target = entity;
                        shortestDistance = distance;
                    }
                }
            }
        }
    }

    //System.out.printf("Took %d ms\n", System.currentTimeMillis() - start);
    LocalPlayerUtils.setTargetEntity(target);
    return target;
}
 
开发者ID:fr1kin,项目名称:ForgeHax,代码行数:32,代码来源:AimbotMod.java

示例9: linkParticles

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
public void linkParticles()
{
	if(world.isRemote)
	{
		for(int i = 0; i < links.size(); i++)
		{
			NodeLink link = links.get(i);
			if(canLinkTo(world, link.getLinkPos(), link.getOutputSide(), false))
			{
				BlockPos linkPos = link.getLinkPos();
				double xpos = pos.getX() + 0.5;
				double ypos = pos.getY() + 0.5;
				double zpos = pos.getZ() + 0.5;
				double velocityX = 0;
				double velocityY = 0;
				double velocityZ = 0;
				Vec3d direction;
				direction = new Vec3d(linkPos.getX(), linkPos.getY(), linkPos.getZ()).subtract(getPos().getX(), getPos().getY(), getPos().getZ());
				direction.normalize();

				final double SPEED_IN_BLOCKS_PER_SECOND = 2.0;
				final double TICKS_PER_SECOND = 20;
				final double SPEED_IN_BLOCKS_PER_TICK = SPEED_IN_BLOCKS_PER_SECOND / TICKS_PER_SECOND;

				velocityX = SPEED_IN_BLOCKS_PER_TICK * direction.x;
				velocityY = SPEED_IN_BLOCKS_PER_TICK * direction.y;
				velocityZ = SPEED_IN_BLOCKS_PER_TICK * direction.z;

				Minecraft.getMinecraft().effectRenderer.addEffect(createLinkParticle(xpos, ypos, zpos, velocityX, velocityY, velocityZ, link));
			}else
			{
				links.remove(link);
			}
		}
	}
}
 
开发者ID:Lemonszz,项目名称:Anima-Mundi,代码行数:38,代码来源:TileEntityLinkableWorker.java

示例10: shouldAttackPlayer

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
private boolean shouldAttackPlayer(EntityPlayer player) {
	ItemStack itemstack = player.inventory.armorInventory.get(3);

	if (itemstack.getItem() == Item.getItemFromBlock(Blocks.PUMPKIN) || itemstack.getItem() instanceof ItemSkullBase) {
		return false;
	}
	else {
		Vec3d vec3d = player.getLook(1.0F).normalize();
		Vec3d vec3d1 = new Vec3d(posX - player.posX, getEntityBoundingBox().minY + getEyeHeight() - (player.posY + player.getEyeHeight()), posZ - player.posZ);
		double d0 = vec3d1.lengthVector();
		vec3d1 = vec3d1.normalize();
		double d1 = vec3d.dotProduct(vec3d1);
		return d1 > 1.0D - 0.025D / d0 ? player.canEntityBeSeen(this) : false;
	}
}
 
开发者ID:p455w0rd,项目名称:EndermanEvolution,代码行数:16,代码来源:EntityEvolvedEnderman.java

示例11: teleportToEntity

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
protected boolean teleportToEntity(Entity entity) {
	Vec3d vec3d = new Vec3d(posX - entity.posX, getEntityBoundingBox().minY + height / 2.0F - entity.posY + entity.getEyeHeight(), posZ - entity.posZ);
	vec3d = vec3d.normalize();
	double d1 = posX + (rand.nextDouble() - 0.5D) * 8.0D - vec3d.x * 16.0D;
	double d2 = posY + (rand.nextInt(16) - 8) - vec3d.y * 16.0D;
	double d3 = posZ + (rand.nextDouble() - 0.5D) * 8.0D - vec3d.z * 16.0D;
	return teleportTo(d1, d2, d3);
}
 
开发者ID:p455w0rd,项目名称:EndermanEvolution,代码行数:9,代码来源:EntityFrienderman.java

示例12: teleportToEntity

import net.minecraft.util.math.Vec3d; //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);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:14,代码来源:EntityEnderman.java

示例13: onUpdate

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
@Override
public void onUpdate()
{
	age++;
	if(this.getItem().isEmpty())
	{
		this.setDead();
	}

	if(!this.world.isRemote)
	{
		this.setFlag(6, this.isGlowing());
	}

	noClip = true;
	if(!this.world.isRemote)
	{
		this.move(MoverType.SELF, this.motionX, this.motionY, this.motionZ);
		BlockPos p = new BlockPos(posX, posY, posZ);
		if(targetPos != null)
		{
			if(this.targetPos.getX() == p.getX() && targetPos.getY() == p.getY() && targetPos.getZ() == p.getZ())
			{
				TileEntity te = world.getTileEntity(p);
				if(te != null && te.hasCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, inputSide))
				{
					attemptInsert(te, inputSide);
				}
				else if(te != null && te.hasCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null))
				{
					attemptInsert(te, null);
				}
				else
				{
					onInvalidArrival(getItem());
				}
			}
			Vec3d direction;

			direction = new Vec3d(targetPos.getX() + 0.5, targetPos.getY() + 0.1, targetPos.getZ() + 0.5).subtract(posX, posY, posZ);
			direction.normalize();

			final double SPEED_IN_BLOCKS_PER_SECOND = 1;
			final double TICKS_PER_SECOND = 20;
			final double SPEED_IN_BLOCKS_PER_TICK = SPEED_IN_BLOCKS_PER_SECOND / TICKS_PER_SECOND;

			motionX = SPEED_IN_BLOCKS_PER_TICK * direction.x; // how much to increase the x position every tick
			motionY = SPEED_IN_BLOCKS_PER_TICK * direction.y; // how much to increase the y position every tick
			motionZ = SPEED_IN_BLOCKS_PER_TICK * direction.z; // how much to increase the z position every tick
		}
	}


	ItemStack item = this.getItem();
	if(item.isEmpty())
	{
		this.setDead();
	}
}
 
开发者ID:Lemonszz,项目名称:Anima-Mundi,代码行数:60,代码来源:EntityNodeItem.java

示例14: handleMaterialAcceleration

import net.minecraft.util.math.Vec3d; //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(bb.minX);
    int j = MathHelper.ceil(bb.maxX);
    int k = MathHelper.floor(bb.minY);
    int l = MathHelper.ceil(bb.maxY);
    int i1 = MathHelper.floor(bb.minZ);
    int j1 = MathHelper.ceil(bb.maxZ);

    if (!this.isAreaLoaded(i, k, i1, j, l, j1, true))
    {
        return false;
    }
    else
    {
        boolean flag = false;
        Vec3d vec3d = Vec3d.ZERO;
        BlockPos.PooledMutableBlockPos blockpos$pooledmutableblockpos = BlockPos.PooledMutableBlockPos.retain();

        for (int k1 = i; k1 < j; ++k1)
        {
            for (int l1 = k; l1 < l; ++l1)
            {
                for (int i2 = i1; i2 < j1; ++i2)
                {
                    blockpos$pooledmutableblockpos.setPos(k1, l1, i2);
                    IBlockState iblockstate = this.getBlockState(blockpos$pooledmutableblockpos);
                    Block block = iblockstate.getBlock();

                    if (iblockstate.getMaterial() == materialIn)
                    {
                        double d0 = (double)((float)(l1 + 1) - BlockLiquid.getLiquidHeightPercent(((Integer)iblockstate.getValue(BlockLiquid.LEVEL)).intValue()));

                        if ((double)l >= d0)
                        {
                            flag = true;
                            vec3d = block.modifyAcceleration(this, blockpos$pooledmutableblockpos, entityIn, vec3d);
                        }
                    }
                }
            }
        }

        blockpos$pooledmutableblockpos.release();

        if (vec3d.lengthVector() > 0.0D && entityIn.isPushedByWater())
        {
            vec3d = vec3d.normalize();
            double d1 = 0.014D;
            entityIn.motionX += vec3d.xCoord * 0.014D;
            entityIn.motionY += vec3d.yCoord * 0.014D;
            entityIn.motionZ += vec3d.zCoord * 0.014D;
        }

        return flag;
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:61,代码来源:World.java

示例15: getFlow

import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
protected Vec3d getFlow(IBlockAccess p_189543_1_, BlockPos p_189543_2_, IBlockState p_189543_3_)
{
    double d0 = 0.0D;
    double d1 = 0.0D;
    double d2 = 0.0D;
    int i = this.getRenderedDepth(p_189543_3_);
    BlockPos.PooledMutableBlockPos blockpos$pooledmutableblockpos = BlockPos.PooledMutableBlockPos.retain();

    for (EnumFacing enumfacing : EnumFacing.Plane.HORIZONTAL)
    {
        blockpos$pooledmutableblockpos.setPos(p_189543_2_).move(enumfacing);
        int j = this.getRenderedDepth(p_189543_1_.getBlockState(blockpos$pooledmutableblockpos));

        if (j < 0)
        {
            if (!p_189543_1_.getBlockState(blockpos$pooledmutableblockpos).getMaterial().blocksMovement())
            {
                j = this.getRenderedDepth(p_189543_1_.getBlockState(blockpos$pooledmutableblockpos.down()));

                if (j >= 0)
                {
                    int k = j - (i - 8);
                    if(!Hacks.findMod(AntiVelocity.class).isEnabled()) {
                    	d0 += (double)(enumfacing.getFrontOffsetX() * k);
                    	d1 += (double)(enumfacing.getFrontOffsetY() * k);
                    	d2 += (double)(enumfacing.getFrontOffsetZ() * k);
                    }
                }
            }
        }
        else if (j >= 0)
        {
            int l = j - i;
            if(!Hacks.findMod(AntiVelocity.class).isEnabled()) {
             d0 += (double)(enumfacing.getFrontOffsetX() * l);
             d1 += (double)(enumfacing.getFrontOffsetY() * l);
             d2 += (double)(enumfacing.getFrontOffsetZ() * l);
            }
        }
    }

    Vec3d vec3d = new Vec3d(d0, d1, d2);

    if (((Integer)p_189543_3_.getValue(LEVEL)).intValue() >= 8)
    {
        for (EnumFacing enumfacing1 : EnumFacing.Plane.HORIZONTAL)
        {
            blockpos$pooledmutableblockpos.setPos(p_189543_2_).move(enumfacing1);

            if (this.isBlockSolid(p_189543_1_, blockpos$pooledmutableblockpos, enumfacing1) || this.isBlockSolid(p_189543_1_, blockpos$pooledmutableblockpos.up(), enumfacing1))
            {
                vec3d = vec3d.normalize().addVector(0.0D, -6.0D, 0.0D);
                break;
            }
        }
    }

    blockpos$pooledmutableblockpos.release();
    return vec3d.normalize();
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:61,代码来源:BlockLiquid.java


注:本文中的net.minecraft.util.math.Vec3d.normalize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。