Examples of lengthVector()


Examples of net.minecraft.src.Vec3.lengthVector()

    public static Quaternion exp(Quaternion input)
    {
        float inputA = input.w;
        Vec3 inputV = Vec3.fakePool.getVecFromPool(input.x, input.y, input.z);
        float outputA = (float)(Math.exp(inputA) * Math.cos(inputV.lengthVector()));
        Vec3 outputV = Vec3.fakePool.getVecFromPool(0, 0, 0);
        outputV.xCoord = Math.exp(inputA) * (inputV.normalize().xCoord * (float)Math.sin(inputV.lengthVector()));
        outputV.yCoord = Math.exp(inputA) * (inputV.normalize().yCoord * (float)Math.sin(inputV.lengthVector()));
        outputV.zCoord = Math.exp(inputA) * (inputV.normalize().zCoord * (float)Math.sin(inputV.lengthVector()));

 
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Examples of net.minecraft.util.Vec3.lengthVector()

            if (player.motionY < -1) {
                thrust += 1 + player.motionY;
                thrustUsed -= 1 + player.motionY;
                player.motionY = -1;
            }
            if (Math.abs(player.motionX) > 0 && desiredDirection.lengthVector() == 0) {
                if (Math.abs(player.motionX) > thrust) {
                    player.motionX -= Math.signum(player.motionX) * thrust;
                    thrustUsed += thrust;
                    thrust = 0;
                } else {
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Examples of net.minecraft.util.Vec3.lengthVector()

                    thrust -= Math.abs(player.motionX);
                    thrustUsed += Math.abs(player.motionX);
                    player.motionX = 0;
                }
            }
            if (Math.abs(player.motionZ) > 0 && desiredDirection.lengthVector() == 0) {
                if (Math.abs(player.motionZ) > thrust) {
                    player.motionZ -= Math.signum(player.motionZ) * thrust;
                    thrustUsed += thrust;
                    thrust = 0;
                } else {
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Examples of net.minecraft.util.Vec3.lengthVector()

                vec3d2 = vec3d;
            x += vec3d.xCoord - mx;
            y += (vec3d1.yCoord + vec3d2.yCoord) / 2D - my;
            z += vec3d.zCoord - mz;
            Vec3 vec3d3 = vec3d2.addVector(-vec3d1.xCoord, -vec3d1.yCoord, -vec3d1.zCoord);
            if (vec3d3.lengthVector() != 0.0D) {
                vec3d3 = vec3d3.normalize();
                yaw = (float) (Math.atan2(vec3d3.zCoord, vec3d3.xCoord) / Math.PI) * 180;
                pitch = (float) (Math.atan(vec3d3.yCoord) * 73D);
            }
        }
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Examples of net.minecraft.util.Vec3.lengthVector()

    }

    private boolean isPlayerLookingAtTarget(){
        Vec3 vec3 = player.getLook(1.0F).normalize();
        Vec3 vec31 = Vec3.createVectorHelper(blockX + 0.5D - player.posX, blockY + 0.5D - player.posY + player.getEyeHeight(), blockZ + 0.5D - player.posZ);
        double d0 = vec31.lengthVector();
        vec31 = vec31.normalize();
        double d1 = vec3.dotProduct(vec31);
        return d1 > 1.0D - 0.025D / d0;
    }
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Examples of net.minecraft.util.Vec3.lengthVector()

    private boolean isEntityWithinPlayerFOV(EntityPlayer player, Entity entity){
        // code used from the Enderman player looking code.
        Vec3 vec3 = player.getLook(1.0F).normalize();
        Vec3 vec31 = Vec3.createVectorHelper(entity.posX - player.posX, entity.boundingBox.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;
    }
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Examples of net.minecraft.util.Vec3.lengthVector()

        // code used from the Enderman player looking code.
        EntityPlayer player = FMLClientHandler.instance().getClient().thePlayer;
        World world = FMLClientHandler.instance().getClient().theWorld;
        Vec3 vec3 = player.getLook(1.0F).normalize();
        Vec3 vec31 = Vec3.createVectorHelper(entity.posX - player.posX, entity.boundingBox.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;
    }
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