net.minecraft.util.math.AxisAlignedBB.calculateIntercept()方法的使用及代码示例

x33g5p2x  于11个月前 转载在 其他  
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本文整理了Java中net.minecraft.util.math.AxisAlignedBB.calculateIntercept()方法的一些代码示例,展示了AxisAlignedBB.calculateIntercept()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。AxisAlignedBB.calculateIntercept()方法的具体详情如下:
包路径:net.minecraft.util.math.AxisAlignedBB
类名称:AxisAlignedBB
方法名:calculateIntercept

AxisAlignedBB.calculateIntercept介绍

暂无

代码示例

代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2

final RayTraceResult RayTraceResult = boundingBox.calculateIntercept( vec3, vec31 );

代码示例来源:origin: Vazkii/Botania

RayTraceResult rtr = player.getEntityBoundingBox().grow(0.25).calculateIntercept(origPos, newPos);
if(rtr != null)
  player.attackEntityFrom(DamageSource.causeMobDamage(this), 6);

代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2

final RayTraceResult RayTraceResult = boundingBox.calculateIntercept( Vec3d, Vec3d1 );

代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2

final RayTraceResult RayTraceResult = boundingBox.calculateIntercept( Vec3d, Vec3d1 );

代码示例来源:origin: P3pp3rF1y/AncientWarfare2

@Override
  public RayTraceResult calculateIntercept(Vec3d vec3_1, Vec3d vec3_2) {
    return new AxisAlignedBB(minX, minY - yOffset, minZ, maxX, maxY, maxZ).calculateIntercept(vec3_1, vec3_2);
  }
}

代码示例来源:origin: Vazkii/Botania

RayTraceResult raytraceresult1 = axisalignedbb.calculateIntercept(vec3d, vec3d1);

代码示例来源:origin: Vazkii/Botania

RayTraceResult raytraceresult1 = axisalignedbb.calculateIntercept(vec3d, vec3d1);

代码示例来源:origin: raoulvdberge/refinedstorage

public static AdvancedRayTraceResult<RayTraceResult> rayTrace(BlockPos pos, Vec3d start, Vec3d end, AxisAlignedBB bounds, int subHit, CollisionGroup group) {
    RayTraceResult result = bounds.offset(pos).calculateIntercept(start, end);

    if (result == null) {
      return null;
    }

    result = new RayTraceResult(RayTraceResult.Type.BLOCK, result.hitVec, result.sideHit, pos);
    result.subHit = subHit;

    return new AdvancedRayTraceResult<>(group, bounds, result);
  }
}

代码示例来源:origin: P3pp3rF1y/AncientWarfare2

private static double getDistanceToCollidedEntity(Entity entity, Vec3d startVector, Vec3d endVector) {
  float borderSize = entity.getCollisionBorderSize();
  AxisAlignedBB entBB = entity.getEntityBoundingBox().grow((double) borderSize, (double) borderSize, (double) borderSize);
  RayTraceResult rayTraceResult = entBB.calculateIntercept(startVector, endVector);
  return rayTraceResult != null ? startVector.distanceTo(rayTraceResult.hitVec) : Double.MAX_VALUE;
}

代码示例来源:origin: TheGreyGhost/MinecraftByExample

/**
 * Find the point [x,y,z] that corresponds to where the arrow has struck the face of the target
 * @param arrow
 * @param targetAABB
 * @return
 */
private static Vec3d getArrowIntersectionWithTarget(EntityArrow arrow, AxisAlignedBB targetAABB)
{
 // create a vector that points in the same direction as the arrow.
 // Start with a vector pointing south - this corresponds to 0 degrees yaw and 0 degrees pitch
 // Then rotate about the x-axis to pitch up or down, then rotate about the y axis to yaw
 Vec3d arrowDirection = new Vec3d(0.0, 0.0, 10.0);
 float rotationPitchRadians = (float)Math.toRadians(arrow.rotationPitch);
 float rotationYawRadians = (float)Math.toRadians(arrow.rotationYaw);
 arrowDirection = arrowDirection.rotatePitch(-rotationPitchRadians);
 arrowDirection = arrowDirection.rotateYaw(+rotationYawRadians);
 Vec3d arrowRayOrigin = arrow.getPositionVector();
 Vec3d arrowRayEndpoint = arrowRayOrigin.add(arrowDirection);
 RayTraceResult hitLocation = targetAABB.calculateIntercept(arrowRayOrigin, arrowRayEndpoint);
 if (hitLocation == null) return null;
 if (hitLocation.typeOfHit != RayTraceResult.Type.BLOCK) return null;
 return hitLocation.hitVec;
}

代码示例来源:origin: McJtyMods/XNet

private RayTraceResult checkIntersect(BlockPos pos, Vec3d vec3d, Vec3d vec3d1, AxisAlignedBB boundingBox) {
  RayTraceResult raytraceresult = boundingBox.calculateIntercept(vec3d, vec3d1);
  return raytraceresult == null ? null : new RayTraceResult(raytraceresult.hitVec.addVector(pos.getX(), pos.getY(), pos.getZ()), raytraceresult.sideHit, pos);
}

代码示例来源:origin: Vazkii/Botania

float f = 1.0F;
AxisAlignedBB axisalignedbb = entity1.getEntityBoundingBox().grow(f);
RayTraceResult RayTraceResult1 = axisalignedbb.calculateIntercept(vec3, vec31);

代码示例来源:origin: PrinceOfAmber/Cyclic

Vec3d b = end.subtract(x, y, z);
for (AxisAlignedBB box : boxes) {
 RayTraceResult result = box.calculateIntercept(a, b);
 if (result != null) {
  Vec3d vec = result.hitVec.add(x, y, z);

代码示例来源:origin: MightyPirates/TIS-3D

@Nullable
private RayTraceResult checkEntityCollision(final World world, final Vec3d start, final Vec3d target) {
  RayTraceResult entityHit = null;
  double bestSqrDistance = Double.POSITIVE_INFINITY;
  final List<Entity> collisions = world.getEntitiesWithinAABBExcludingEntity(this, getEntityBoundingBox().addCoord(motionX, motionY, motionZ));
  for (final Entity entity : collisions) {
    if (entity.canBeCollidedWith()) {
      final AxisAlignedBB entityBounds = entity.getEntityBoundingBox();
      final RayTraceResult hit = entityBounds.calculateIntercept(start, target);
      if (hit != null) {
        final double sqrDistance = start.squareDistanceTo(hit.hitVec);
        if (sqrDistance < bestSqrDistance) {
          hit.entityHit = entity;
          hit.typeOfHit = RayTraceResult.Type.ENTITY;
          entityHit = hit;
          bestSqrDistance = sqrDistance;
        }
      }
    }
  }
  return entityHit;
}

代码示例来源:origin: SquidDev-CC/plethora

@Nullable
@Override
@Deprecated
public RayTraceResult collisionRayTrace(IBlockState blockState, @Nonnull World world, @Nonnull BlockPos pos, @Nonnull Vec3d start, @Nonnull Vec3d end) {
  ManipulatorType type = blockState.getValue(TYPE);
  EnumFacing facing = blockState.getValue(FACING);
  Vec3d startOff = start.subtract(pos.getX(), pos.getY(), pos.getZ());
  Vec3d endOff = end.subtract(pos.getX(), pos.getY(), pos.getZ());
  // Compute the intersection with the main box
  AxisAlignedBB primary = getBoundingBox(blockState, world, pos);
  RayTraceResult result = primary.calculateIntercept(startOff, endOff);
  double distance = result == null ? Double.POSITIVE_INFINITY : result.hitVec.squareDistanceTo(startOff);
  // Look for one of our inputs if possible.
  for (AxisAlignedBB child : type.boxesFor(facing)) {
    RayTraceResult hit = child.calculateIntercept(startOff, endOff);
    if (hit != null) {
      double newDistance = hit.hitVec.squareDistanceTo(startOff);
      if (newDistance <= distance) {
        result = hit;
        distance = newDistance;
      }
    }
  }
  return result == null ? null : new RayTraceResult(result.hitVec.add(pos.getX(), pos.getY(), pos.getZ()), result.sideHit, pos);
}

代码示例来源:origin: P3pp3rF1y/AncientWarfare2

for (Entity entity : list) {
  AxisAlignedBB axisalignedbb = entity.getEntityBoundingBox().grow((double) entity.getCollisionBorderSize());
  RayTraceResult raytraceresult = axisalignedbb.calculateIntercept(positionEyes, vec3d2);

代码示例来源:origin: ForestryMC/ForestryMC

@Override
public RayTraceResult collisionRayTrace(IBlockState blockState, World worldIn, BlockPos pos, Vec3d start, Vec3d end) {
  EnumFacing orientation = blockState.getValue(FACING);
  List<AxisAlignedBB> boundingBoxes = boundingBoxesForDirections.get(orientation);
  if (boundingBoxes == null) {
    return super.collisionRayTrace(blockState, worldIn, pos, start, end);
  }
  RayTraceResult nearestIntersection = null;
  for (AxisAlignedBB boundingBoxBase : boundingBoxes) {
    AxisAlignedBB boundingBox = boundingBoxBase.offset(pos.getX(), pos.getY(), pos.getZ());
    RayTraceResult intersection = boundingBox.calculateIntercept(start, end);
    if (intersection != null) {
      if (nearestIntersection == null || intersection.hitVec.distanceTo(start) < nearestIntersection.hitVec.distanceTo(start)) {
        nearestIntersection = intersection;
      }
    }
  }
  if (nearestIntersection != null) {
    Object hitInfo = nearestIntersection.hitInfo;
    Entity entityHit = nearestIntersection.entityHit;
    nearestIntersection = new RayTraceResult(nearestIntersection.typeOfHit, nearestIntersection.hitVec, nearestIntersection.sideHit, pos);
    nearestIntersection.hitInfo = hitInfo;
    nearestIntersection.entityHit = entityHit;
  }
  return nearestIntersection;
}

代码示例来源:origin: MatterOverdrive/MatterOverdrive-Legacy-Edition

protected static DistanceRayTraceResult rayTraceBox(BlockPos pos, Vec3d start, Vec3d end, Cuboid box) {
  Vec3d startRay = start.subtract(new Vec3d(pos));
  Vec3d endRay = end.subtract(new Vec3d(pos));
  RayTraceResult bbResult = box.aabb().calculateIntercept(startRay, endRay);
  if (bbResult != null) {
    Vec3d hitVec = bbResult.hitVec.add(new Vec3d(pos));
    EnumFacing sideHit = bbResult.sideHit;
    double dist = start.squareDistanceTo(hitVec);
    return new DistanceRayTraceResult(hitVec, pos, sideHit, box, dist);
  }
  return null;
}

代码示例来源:origin: Alex-the-666/Ice_and_Fire

Entity entity1 = (Entity) list.get(j);
AxisAlignedBB axisalignedbb = entity1.getEntityBoundingBox().grow((double) entity1.getCollisionBorderSize() + 2F);
RayTraceResult raytraceresult = axisalignedbb.calculateIntercept(vec3d, vec3d2);

代码示例来源:origin: RS485/LogisticsPipes

@Override
public RayTraceResult collisionRayTrace(IBlockState state, World world, BlockPos pos, Vec3d start, Vec3d end) {
  TileEntity tile = world.getTileEntity(pos);
  if (tile instanceof LogisticsTileGenericPipe && ((LogisticsTileGenericPipe) tile).pipe instanceof PipeBlockRequestTable) {
    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 = FULL_BLOCK_AABB.calculateIntercept(vec3d, vec3d1);
    return raytraceresult == null ? null : new RayTraceResult(raytraceresult.hitVec.addVector((double)pos.getX(), (double)pos.getY(), (double)pos.getZ()), raytraceresult.sideHit, pos);
  }
  if (tile instanceof LogisticsTileGenericPipe && ((LogisticsTileGenericPipe) tile).pipe == null) { // Fallback for defect pipe
    return rayTrace(pos, start, end, Block.FULL_BLOCK_AABB);
  }
  InternalRayTraceResult result = doRayTrace(world, pos, start, end);
  if (result == null) {
    return mcmpBlockAccess.collisionRayTrace(state, world, pos, start, end);
  } else {
    RayTraceResult secondResult = mcmpBlockAccess.collisionRayTrace(state, world, pos, start, end);
    if(secondResult != null) {
      if(secondResult.hitVec.distanceTo(start) < result.rayTraceResult.hitVec.distanceTo(start)) {
        return secondResult;
      }
    }
    return result.rayTraceResult;
  }
}

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