本文整理汇总了Java中net.minecraft.util.math.Vec3d.subtract方法的典型用法代码示例。如果您正苦于以下问题:Java Vec3d.subtract方法的具体用法?Java Vec3d.subtract怎么用?Java Vec3d.subtract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.math.Vec3d
的用法示例。
在下文中一共展示了Vec3d.subtract方法的14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: pointWithinTriangle
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
* Check if a point is within a triangle.
* Point is assumed to on same plane as triangle.
*/
private static boolean pointWithinTriangle(Vec3d p, Vec3d v0, Vec3d v1, Vec3d v2)
{
Vec3d u = v0.subtract(v1);
Vec3d v = v0.subtract(v2);
Vec3d w = v0.subtract(p);
//System.out.println(u + " " + v + " " + w);
double dn = u.dotProduct(v)*u.dotProduct(v)-u.dotProduct(u)*v.dotProduct(v);
double s = (u.dotProduct(v)*w.dotProduct(v)-v.dotProduct(v)*w.dotProduct(u))/dn;
double t = (u.dotProduct(v)*w.dotProduct(u)-u.dotProduct(u)*w.dotProduct(v))/dn;
if(s>=0 && t>=0 && s+t<=1 && s != -0.0F && t != -0.0F)
return true;
return false;
}
示例2: getDirectionVector
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
* Get the direction vector from p to q.
*/
private Vec3d getDirectionVector(Vertex p, Vertex q)
{
Vec3d pVec = new Vec3d(p.x, p.y, p.z);
Vec3d qVec = new Vec3d(q.x, q.y, q.z);
return pVec.subtract(qVec);
}
示例3: drawLine
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
public static void drawLine(Vec3d startPos, Vec3d endPos, int color, boolean smooth, float width) {
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder BufferBuilder = tessellator.getBuffer();
Vec3d endVecPos = endPos.subtract(startPos);
float r = (float)(color >> 16 & 255) / 255.0F;
float g = (float)(color >> 8 & 255) / 255.0F;
float b = (float)(color & 255) / 255.0F;
float a = (float)(color >> 24 & 255) / 255.0F;
if(smooth)
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glLineWidth(width);
GlStateManager.pushMatrix();
GlStateManager.translate(startPos.x, startPos.y, startPos.z);
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
GlStateManager.shadeModel(GL11.GL_SMOOTH);
BufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION_COLOR);
BufferBuilder.pos(0, 0, 0).color(r, g, b, a).endVertex();
BufferBuilder.pos(endVecPos.x, endVecPos.y, endVecPos.z).color(r, g, b, a).endVertex();
tessellator.draw();
if(smooth)
GL11.glDisable(GL11.GL_LINE_SMOOTH);
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableDepth();
GlStateManager.enableCull();
GlStateManager.popMatrix();
}
示例4: rayTraceAABB
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
@Nullable
public static RayTraceResult rayTraceAABB(AxisAlignedBB box, BlockPos pos, Vec3d start, Vec3d end) {
double x = pos.getX();
double y = pos.getY();
double z = pos.getZ();
Vec3d a = start.subtract(x, y, z);
Vec3d b = end.subtract(x, y, z);
RayTraceResult result = box.calculateIntercept(a, b);
if(result != null && result.typeOfHit == RayTraceResult.Type.BLOCK) {
return result;
}
return null;
}
示例5: findRandomTargetBlockTowards
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
@Nullable
/**
* finds a random target within par1(x,z) and par2 (y) blocks in the direction of the point par3
*/
public static Vec3d findRandomTargetBlockTowards(EntityCreature entitycreatureIn, int xz, int y, Vec3d targetVec3)
{
staticVector = targetVec3.subtract(entitycreatureIn.posX, entitycreatureIn.posY, entitycreatureIn.posZ);
return findRandomTargetBlock(entitycreatureIn, xz, y, staticVector);
}
示例6: rayTrace
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
@Nullable
protected RayTraceResult rayTrace(BlockPos pos, Vec3d start, Vec3d end, AxisAlignedBB boundingBox)
{
Vec3d vec3d = start.subtract((double)pos.getX(), (double)pos.getY(), (double)pos.getZ());
Vec3d vec3d1 = end.subtract((double)pos.getX(), (double)pos.getY(), (double)pos.getZ());
RayTraceResult raytraceresult = boundingBox.calculateIntercept(vec3d, vec3d1);
return raytraceresult == null ? null : new RayTraceResult(raytraceresult.hitVec.addVector((double)pos.getX(), (double)pos.getY(), (double)pos.getZ()), raytraceresult.sideHit, pos);
}
示例7: onUpdateNavigation
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
public void onUpdateNavigation()
{
++this.totalTicks;
if (this.tryUpdatePath)
{
this.updatePath();
}
if (!this.noPath())
{
if (this.canNavigate())
{
this.pathFollow();
}
else if (this.currentPath != null && this.currentPath.getCurrentPathIndex() < this.currentPath.getCurrentPathLength())
{
Vec3d vec3d = this.getEntityPosition();
Vec3d vec3d1 = this.currentPath.getVectorFromIndex(this.theEntity, this.currentPath.getCurrentPathIndex());
if (vec3d.yCoord > vec3d1.yCoord && !this.theEntity.onGround && MathHelper.floor(vec3d.xCoord) == MathHelper.floor(vec3d1.xCoord) && MathHelper.floor(vec3d.zCoord) == MathHelper.floor(vec3d1.zCoord))
{
this.currentPath.setCurrentPathIndex(this.currentPath.getCurrentPathIndex() + 1);
}
}
if (!this.noPath())
{
Vec3d vec3d2 = this.currentPath.getPosition(this.theEntity);
if (vec3d2 != null)
{
BlockPos blockpos = (new BlockPos(vec3d2)).down();
AxisAlignedBB axisalignedbb = this.worldObj.getBlockState(blockpos).getBoundingBox(this.worldObj, blockpos);
vec3d2 = vec3d2.subtract(0.0D, 1.0D - axisalignedbb.maxY, 0.0D);
this.theEntity.getMoveHelper().setMoveTo(vec3d2.xCoord, vec3d2.yCoord, vec3d2.zCoord, this.speed);
}
}
}
}
示例8: isLyingInCone
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
* @param x coordinates of point to be tested
* @param t coordinates of apex point of cone
* @param b coordinates of center of basement circle
* @param aperture in radians
*/
static public boolean isLyingInCone(Vec3d x, Vec3d start, Vec3d end,
float aperture){
// This is for our convenience
float halfAperture = aperture/2.f;
// Vector pointing to X point from apex
Vec3d apexToXVect = start.subtract(x);
// Vector pointing from apex to circle-center point.
Vec3d axisVect = start.subtract(end);
// X is lying in cone only if it's lying in
// infinite version of its cone -- that is,
// not limited by "round basement".
// We'll use dotProd() to
// determine angle between apexToXVect and axis.
boolean isInInfiniteCone = apexToXVect.dotProduct(axisVect)
/apexToXVect.lengthVector()/axisVect.lengthVector()
>
// We can safely compare cos() of angles
// between vectors instead of bare angles.
MathHelper.cos(halfAperture);
return isInInfiniteCone;
// X is contained in cone only if projection of apexToXVect to axis
// is shorter than axis.
// We'll use dotProd() to figure projection length.
/* boolean isUnderRoundCap = dotProd(apexToXVect,axisVect)
/magn(axisVect)
<
magn(axisVect);
return isUnderRoundCap;*/
}
示例9: findRandomTargetBlockTowards
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
* finds a random target within par1(x,z) and par2 (y) blocks in the direction of the point par3
*/
@Nullable
public static Vec3d findRandomTargetBlockTowards(EntityCreature entitycreatureIn, int xz, int y, Vec3d targetVec3)
{
staticVector = targetVec3.subtract(entitycreatureIn.posX, entitycreatureIn.posY, entitycreatureIn.posZ);
/**
* searches 10 blocks at random in a within par1(x,z) and par2 (y) distance, ignores those not in the direction
* of par3Vec3, then points to the tile for which creature.getBlockPathWeight returns the highest number
*/
return findRandomTargetBlock(entitycreatureIn, xz, y, staticVector);
}
示例10: onUpdateNavigation
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
public void onUpdateNavigation()
{
++this.totalTicks;
if (this.tryUpdatePath)
{
this.updatePath();
}
if (!this.noPath())
{
if (this.canNavigate())
{
this.pathFollow();
}
else if (this.currentPath != null && this.currentPath.getCurrentPathIndex() < this.currentPath.getCurrentPathLength())
{
Vec3d vec3d = this.getEntityPosition();
Vec3d vec3d1 = this.currentPath.getVectorFromIndex(this.theEntity, this.currentPath.getCurrentPathIndex());
if (vec3d.yCoord > vec3d1.yCoord && !this.theEntity.onGround && MathHelper.floor_double(vec3d.xCoord) == MathHelper.floor_double(vec3d1.xCoord) && MathHelper.floor_double(vec3d.zCoord) == MathHelper.floor_double(vec3d1.zCoord))
{
this.currentPath.setCurrentPathIndex(this.currentPath.getCurrentPathIndex() + 1);
}
}
if (!this.noPath())
{
Vec3d vec3d2 = this.currentPath.getPosition(this.theEntity);
if (vec3d2 != null)
{
BlockPos blockpos = (new BlockPos(vec3d2)).down();
AxisAlignedBB axisalignedbb = this.worldObj.getBlockState(blockpos).getBoundingBox(this.worldObj, blockpos);
vec3d2 = vec3d2.subtract(0.0D, 1.0D - axisalignedbb.maxY, 0.0D);
this.theEntity.getMoveHelper().setMoveTo(vec3d2.xCoord, vec3d2.yCoord, vec3d2.zCoord, this.speed);
}
}
}
}
示例11: getImpactPos
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
* Find the position the arrows trajectory will hit
*/
public static Vec3d getImpactPos(ItemStack itemStack, Vec3d initPos, Vec3d hitPos, Angle angle) {
double force = getForce(itemStack);
Angle initAngle = new Angle(-angle.getPitch(), angle.getYaw() + 90.D, 0);
double fixX = Math.cos(initAngle.getYaw(true) - Math.PI / 2.0) * 0.16;
double fixY = PROJECTILE_SHOOTPOS_OFFSET;
double fixZ = Math.sin(initAngle.getYaw(true) - Math.PI / 2.0) * 0.16;
initPos = initPos.subtract(fixX, fixY, fixZ);
Vec3d velocity = initAngle.getCartesianCoords().normalize().scale(force);
Vec3d acceleration = getGravity(itemStack);
Vec3d airResistance = getAirResistance(itemStack);
double bestDistance = -1;
Vec3d startPos = VectorUtils.copy(initPos);
Vec3d endPos = VectorUtils.copy(startPos);
for(int i = 1; i < SIMULATION_ITERATIONS; i++) {
// add velocity
startPos = startPos.add(velocity);
// add air resistance
velocity = VectorUtils.multiplyBy(velocity, airResistance);
// add gravity (acceleration)
velocity = velocity.add(acceleration);
double x = startPos.x - hitPos.x;
double z = startPos.z - hitPos.z;
double distance = x*x + z*z;
if(distance == -1 || distance < bestDistance)
bestDistance = distance;
else
break;
endPos = VectorUtils.copy(startPos);
}
RayTraceResult trace = MC.world.rayTraceBlocks(startPos, endPos);
if(trace != null &&
trace.typeOfHit.equals(RayTraceResult.Type.BLOCK))
return trace.hitVec;
else
return initPos;
}
示例12: getShootAngle
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
/**
* Find the angle required to hit the targets position
*/
public static Angle getShootAngle(ItemStack itemStack, Vec3d startPos, Vec3d targetPos, double force) {
Angle angle = new Angle();
// start at targets position
Vec3d initPos = startPos.subtract(0, PROJECTILE_SHOOTPOS_OFFSET, 0);
// subtract starting position and PROJECTILE_SHOOTPOS_OFFSET
initPos = initPos.subtract(targetPos);
// yaw is simply just aiming at the target position, so we can reuse
// math from getLookAtAngles(targetPos)
angle.setYaw(Utils.getLookAtAngles(targetPos).getYaw(false));
Vec3d acceleration = getGravity(itemStack);
Vec3d airResistance = getAirResistance(itemStack);
// to find the pitch we use this equation
//https://en.wikipedia.org/wiki/Trajectory_of_a_projectile#Angle_.7F.27.22.60UNIQ--postMath-00000010-QINU.60.22.27.7F_required_to_hit_coordinate_.28x.2Cy.29
// calculate air resistance in the acceleration
force *= airResistance.y;
// magnitude of a 2d vector
double x = Math.sqrt(initPos.x*initPos.x + initPos.z*initPos.z);
double g = acceleration.y;
double root = Math.pow(force, 4) - g * (g * Math.pow(x, 2) + 2 * initPos.y * Math.pow(force, 2));
// if the root is negative then we will get a non-real result
if(root < 0)
return null;
// there are two possible solutions
// +root and -root
double A = (Math.pow(force, 2) + Math.sqrt(root)) / (g * x);
double B = (Math.pow(force, 2) - Math.sqrt(root)) / (g * x);
// use the lowest pitch
angle.setPitch(Math.toDegrees(Math.atan(Math.max(A, B))));
return angle.normalize();
}
示例13: drawBox
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
public static void drawBox(Vec3d startPos, Vec3d endPos, int color, float width, boolean ignoreZ) {
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder buffer = tessellator.getBuffer();
Vec3d renderPos = EntityUtils.getInterpolatedPos(getLocalPlayer(), MC.getRenderPartialTicks());
Vec3d min = startPos.subtract(renderPos);
Vec3d max = endPos.subtract(renderPos);
double minX = min.x, minY = min.y, minZ = min.z;
double maxX = max.x, maxY = max.y, maxZ = max.z;
float r = (float)(color >> 16 & 255) / 255.0F;
float g = (float)(color >> 8 & 255) / 255.0F;
float b = (float)(color & 255) / 255.0F;
float a = (float)(color >> 24 & 255) / 255.0F;
GlStateManager.pushMatrix();
GlStateManager.disableTexture2D();
GlStateManager.enableBlend();
GlStateManager.disableAlpha();
GlStateManager.tryBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
GlStateManager.shadeModel(GL11.GL_SMOOTH);
GlStateManager.glLineWidth(width);
if(ignoreZ)
GlStateManager.disableDepth();
GlStateManager.color(r, g, b, a);
//GlStateManager.translate(startPos.xCoord, startPos.yCoord, startPos.zCoord);
buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION);
buffer.pos(minX, minY, minZ).endVertex();
buffer.pos(maxX, minY, minZ).endVertex();
buffer.pos(maxX, minY, maxZ).endVertex();
buffer.pos(minX, minY, maxZ).endVertex();
buffer.pos(minX, minY, minZ).endVertex();
tessellator.draw();
buffer.begin(GL11.GL_LINE_STRIP, DefaultVertexFormats.POSITION);
buffer.pos(minX, maxY, minZ).endVertex();
buffer.pos(maxX, maxY, minZ).endVertex();
buffer.pos(maxX, maxY, maxZ).endVertex();
buffer.pos(minX, maxY, maxZ).endVertex();
buffer.pos(minX, maxY, minZ).endVertex();
tessellator.draw();
buffer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
buffer.pos(minX, minY, minZ).endVertex();
buffer.pos(minX, maxY, minZ).endVertex();
buffer.pos(maxX, minY, minZ).endVertex();
buffer.pos(maxX, maxY, minZ).endVertex();
buffer.pos(maxX, minY, maxZ).endVertex();
buffer.pos(maxX, maxY, maxZ).endVertex();
buffer.pos(minX, minY, maxZ).endVertex();
buffer.pos(minX, maxY, maxZ).endVertex();
tessellator.draw();
GlStateManager.shadeModel(GL11.GL_FLAT);
GlStateManager.disableBlend();
GlStateManager.enableAlpha();
GlStateManager.enableTexture2D();
GlStateManager.enableDepth();
GlStateManager.enableCull();
GlStateManager.popMatrix();
}
示例14: emulateHandleMotion
import net.minecraft.util.math.Vec3d; //导入方法依赖的package包/类
private static void emulateHandleMotion(EntityPlayer player, Vec3d newPosition, boolean packetOnGround) {
// emulate server handling of C03PacketPlayer
Vec3d oldPosition = serverPosition;
if (newPosition == null) newPosition = oldPosition;
if (player.isRiding()) {
// needs improvement
serverPosition = serverNextPosition = newPosition;
serverMotion = serverNextMotion;
return;
}
if (isSleeping(player)) {
// needs improvement
serverPosition = serverNextPosition = oldPosition;
serverMotion = serverNextMotion;
return;
}
// server update part
if (!anticipated) {
setPosition(serverDummy, serverPosition);
setMotion(serverDummy, serverMotion);
serverDummy.onUpdate();
serverNextPosition = getPosition(serverDummy);
serverNextMotion = getMotion(serverDummy);
}
serverPosition = serverNextPosition;
serverMotion = serverNextMotion;
anticipated = false;
// moved too quickly check
if (isMultiplayer() && isMoveTooQuick(newPosition)) {
serverNextPosition = serverPosition = oldPosition;
// note: motion is kept as is and a position packet is sent
return;
}
// server movement attempt
setPosition(serverDummy, oldPosition);
double spacing = 0.0625;
boolean wasFree = getWorld(player).getCollisionBoxes(player, getAABB(serverDummy).contract(spacing)).isEmpty();
if (getOnGround(serverDummy) && !packetOnGround
&& getX(player) > getX(oldPosition)) {
serverDummy.jump();
}
Vec3d move = newPosition.subtract(oldPosition);
serverDummy.moveEntity(MoverType.SELF, getX(move), getY(move), getZ(move));
setOnGround(serverDummy, packetOnGround);
// moved wrongly check
boolean moveWrong = false;
if (!isSleeping(player) && !isCreative(player)
&& wasMoveWrong(serverDummy, newPosition)) {
moveWrong = true;
}
setPosition(serverDummy, newPosition);
if (!getNoclip(player)) {
boolean isFree = getWorld(player).getCollisionBoxes(player, getAABB(serverDummy).contract(spacing)).isEmpty();
if (wasFree && (moveWrong || !isFree) && !isSleeping(player)) {
serverNextPosition = serverPosition = oldPosition;
// note: motion is kept as is and a position packet is sent
return;
}
}
setOnGround(serverDummy, packetOnGround);
// serverUpdateMountedMovingPlayer(serverDummy)
// serverDummy.handleFalling(getY(serverDummy) - getY(oldPosition), packetOnGround);
serverNextPosition = serverPosition = getPosition(serverDummy);
serverNextMotion = serverMotion = getMotion(serverDummy);
}