Package net.minecraft.util

Examples of net.minecraft.util.Vec3


        if (world.provider instanceof WorldProviderSurface && FMLClientHandler.instance().getClient().thePlayer.posY >= 200)
        {
            float var20 = (float) (FMLClientHandler.instance().getClient().thePlayer.posY - 200.0F) / 1000.0F;
            final float var21 = Math.max(1.0F - var20 * 4.0F, 0.0F);

            Vec3 vec = world.getFogColor(1.0F);

            return Vec3.createVectorHelper(vec.xCoord * var21, vec.yCoord * var21, vec.zCoord * var21);
        }

        return world.getFogColor(1.0F);
View Full Code Here


        if (world.provider instanceof WorldProviderSurface && FMLClientHandler.instance().getClient().thePlayer.posY >= 200)
        {
            float var20 = (float) (FMLClientHandler.instance().getClient().thePlayer.posY - 200.0F) / 1000.0F;
            final float var21 = Math.max(1.0F - var20 * 2.0F, 0.0F);

            Vec3 vec = world.getSkyColor(FMLClientHandler.instance().getClient().renderViewEntity, 1.0F);

            return Vec3.createVectorHelper(vec.xCoord * var21, vec.yCoord * var21, vec.zCoord * var21);
        }

        return world.getSkyColor(FMLClientHandler.instance().getClient().renderViewEntity, 1.0F);
View Full Code Here

        final float var5 = par3EntityPlayer.prevRotationPitch + (par3EntityPlayer.rotationPitch - par3EntityPlayer.prevRotationPitch) * var4;
        final float var6 = par3EntityPlayer.prevRotationYaw + (par3EntityPlayer.rotationYaw - par3EntityPlayer.prevRotationYaw) * var4;
        final double var7 = par3EntityPlayer.prevPosX + (par3EntityPlayer.posX - par3EntityPlayer.prevPosX) * var4;
        final double var9 = par3EntityPlayer.prevPosY + (par3EntityPlayer.posY - par3EntityPlayer.prevPosY) * var4 + 1.62D - par3EntityPlayer.yOffset;
        final double var11 = par3EntityPlayer.prevPosZ + (par3EntityPlayer.posZ - par3EntityPlayer.prevPosZ) * var4;
        final Vec3 var13 = Vec3.createVectorHelper(var7, var9, var11);
        final float var14 = MathHelper.cos(-var6 * 0.017453292F - (float) Math.PI);
        final float var15 = MathHelper.sin(-var6 * 0.017453292F - (float) Math.PI);
        final float var16 = -MathHelper.cos(-var5 * 0.017453292F);
        final float var17 = MathHelper.sin(-var5 * 0.017453292F);
        final float var18 = var15 * var16;
        final float var20 = var14 * var16;
        final double var21 = 5.0D;
        final Vec3 var23 = var13.addVector(var18 * var21, var17 * var21, var20 * var21);
        final MovingObjectPosition var24 = par2World.rayTraceBlocks(var13, var23, true);

        if (var24 == null)
        {
            return par1ItemStack;
        }
        else
        {
            final Vec3 var25 = par3EntityPlayer.getLook(var4);
            boolean var26 = false;
            final float var27 = 1.0F;
            final List<?> var28 = par2World.getEntitiesWithinAABBExcludingEntity(par3EntityPlayer, par3EntityPlayer.boundingBox.addCoord(var25.xCoord * var21, var25.yCoord * var21, var25.zCoord * var21).expand(var27, var27, var27));
            int var29;

View Full Code Here

   
    public abstract void handleCommand(WorldServer world, EntityPlayerMP player, String[] args);
   
    public ChunkPosition getPlayerLookingAtBlock(EntityPlayerMP player, float reach)
    {
        Vec3 vec3d = Vec3.createVectorHelper(player.posX, (player.posY + 1.6200000000000001D) - player.yOffset, player.posZ);
        Vec3 vec3d1 = player.getLook(1.0F);
        Vec3 vec3d2 = vec3d.addVector(vec3d1.xCoord * reach, vec3d1.yCoord * reach, vec3d1.zCoord * reach);
        MovingObjectPosition hit = player.worldObj.rayTraceBlocks(vec3d, vec3d2);
        if(hit == null || hit.typeOfHit != MovingObjectType.BLOCK)
        {
            return null;
        }
View Full Code Here

        return new ChunkPosition(hit.blockX, hit.blockY, hit.blockZ);
    }
   
    public Entity getPlayerLookingAtEntity(EntityPlayerMP player, float reach)
    {
        Vec3 vec3d = Vec3.createVectorHelper(player.posX, (player.posY + 1.6200000000000001D) - player.yOffset, player.posZ);
        Vec3 vec3d1 = player.getLook(1.0F);
        Vec3 vec3d2 = vec3d.addVector(vec3d1.xCoord * reach, vec3d1.yCoord * reach, vec3d1.zCoord * reach);
        MovingObjectPosition hit = player.worldObj.rayTraceBlocks(vec3d, vec3d2);
        if(hit == null || hit.typeOfHit != MovingObjectType.ENTITY)
        {
            return null;
        }
View Full Code Here

     * @return The target hit.
     */
    public MovingObjectPosition rayTraceEntities(World world, Vector3 target)
    {
        MovingObjectPosition pickedEntity = null;
        Vec3 startingPosition = this.toVec3();
        Vec3 look = target.toVec3();
        double reachDistance = this.distance(target);
        Vec3 reachPoint = Vec3.createVectorHelper(startingPosition.xCoord + look.xCoord * reachDistance, startingPosition.yCoord + look.yCoord * reachDistance, startingPosition.zCoord + look.zCoord * reachDistance);

        double checkBorder = 1.1 * reachDistance;
        AxisAlignedBB boxToScan = AxisAlignedBB.getBoundingBox(-checkBorder, -checkBorder, -checkBorder, checkBorder, checkBorder, checkBorder).offset(this.x, this.y, this.z);

        @SuppressWarnings("unchecked")
View Full Code Here

                    avec3[j1].yCoord += par3 + 0.875F;
                    avec3[j1].zCoord += par4 + 0.5D;
                }
            }

            Vec3 vec3 = null;
            Vec3 vec31 = null;
            Vec3 vec32 = null;
            Vec3 vec33 = null;

            for (int k1 = 0; k1 < 6; ++k1)
            {
                if (k1 == 0)
                {
View Full Code Here

        this.blue = b;
    }

    public EntityLuxCapacitor(World par1World, EntityLivingBase shootingEntity) {
        super(par1World, shootingEntity);
        Vec3 direction = shootingEntity.getLookVec().normalize();
        double speed = 1.0;
        this.motionX = direction.xCoord * speed;
        this.motionY = direction.yCoord * speed;
        this.motionZ = direction.zCoord * speed;
        double r = 0.4375;
View Full Code Here

    super(world);
    this.shootingEntity = shootingEntity;
    this.size = ((chargeTicks) > 50 ? 50 : chargeTicks);
    this.explosiveness = explosiveness;
    this.damagingness = damagingness;
    Vec3 direction = shootingEntity.getLookVec().normalize();
    double scale = 1.0;
    this.motionX = direction.xCoord * scale;
    this.motionY = direction.yCoord * scale;
    this.motionZ = direction.zCoord * scale;
    double r = this.size / 50.0;
View Full Code Here

        return "Tack on some wings to turn downward into forward momentum. Press sneak+forward while falling to activate.";
    }

    @Override
    public void onPlayerTickActive(EntityPlayer player, ItemStack item) {
        Vec3 playerHorzFacing = player.getLookVec();
        playerHorzFacing.yCoord = 0;
        playerHorzFacing.normalize();
        PlayerInputMap movementInput = PlayerInputMap.getInputMapFor(player.getCommandSenderName());
        boolean sneakkey = movementInput.sneakKey;
        float forwardkey = movementInput.forwardKey;
        ItemStack torso = player.getCurrentArmor(2);
        boolean hasParachute = false;
View Full Code Here

TOP

Related Classes of net.minecraft.util.Vec3

Copyright © 2018 www.massapicom. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.