use of cn.nukkit.math.Vector3 in project Nukkit by Nukkit.
the class ObjectSavannaTree method generate.
public boolean generate(ChunkManager level, NukkitRandom rand, Vector3 position) {
int i = rand.nextBoundedInt(3) + rand.nextBoundedInt(3) + 5;
boolean flag = true;
if (position.getY() >= 1 && position.getY() + i + 1 <= 256) {
for (int j = (int) position.getY(); j <= position.getY() + 1 + i; ++j) {
int k = 1;
if (j == position.getY()) {
k = 0;
}
if (j >= position.getY() + 1 + i - 2) {
k = 2;
}
Vector3 vector3 = new Vector3();
for (int l = (int) position.getX() - k; l <= position.getX() + k && flag; ++l) {
for (int i1 = (int) position.getZ() - k; i1 <= position.getZ() + k && flag; ++i1) {
if (j >= 0 && j < 256) {
vector3.setComponents(l, j, i1);
if (!this.canGrowInto(level.getBlockIdAt((int) vector3.x, (int) vector3.y, (int) vector3.z))) {
flag = false;
}
} else {
flag = false;
}
}
}
}
if (!flag) {
return false;
} else {
Vector3 down = position.down();
int block = level.getBlockIdAt(down.getFloorX(), down.getFloorY(), down.getFloorZ());
if ((block == Block.GRASS || block == Block.DIRT) && position.getY() < 256 - i - 1) {
this.setDirtAt(level, position.down());
BlockFace face = BlockFace.Plane.HORIZONTAL.random(rand);
int k2 = i - rand.nextBoundedInt(4) - 1;
int l2 = 3 - rand.nextBoundedInt(3);
int i3 = position.getFloorX();
int j1 = position.getFloorZ();
int k1 = 0;
for (int l1 = 0; l1 < i; ++l1) {
int i2 = position.getFloorY() + l1;
if (l1 >= k2 && l2 > 0) {
i3 += face.getXOffset();
j1 += face.getZOffset();
--l2;
}
Vector3 blockpos = new Vector3(i3, i2, j1);
int material = level.getBlockIdAt(blockpos.getFloorX(), blockpos.getFloorY(), blockpos.getFloorZ());
if (material == Block.AIR || material == Block.LEAVES) {
this.placeLogAt(level, blockpos);
k1 = i2;
}
}
Vector3 blockpos2 = new Vector3(i3, k1, j1);
for (int j3 = -3; j3 <= 3; ++j3) {
for (int i4 = -3; i4 <= 3; ++i4) {
if (Math.abs(j3) != 3 || Math.abs(i4) != 3) {
this.placeLeafAt(level, blockpos2.add(j3, 0, i4));
}
}
}
blockpos2 = blockpos2.up();
for (int k3 = -1; k3 <= 1; ++k3) {
for (int j4 = -1; j4 <= 1; ++j4) {
this.placeLeafAt(level, blockpos2.add(k3, 0, j4));
}
}
this.placeLeafAt(level, blockpos2.east(2));
this.placeLeafAt(level, blockpos2.west(2));
this.placeLeafAt(level, blockpos2.south(2));
this.placeLeafAt(level, blockpos2.north(2));
i3 = position.getFloorX();
j1 = position.getFloorZ();
BlockFace face1 = BlockFace.Plane.HORIZONTAL.random(rand);
if (face1 != face) {
int l3 = k2 - rand.nextBoundedInt(2) - 1;
int k4 = 1 + rand.nextBoundedInt(3);
k1 = 0;
for (int l4 = l3; l4 < i && k4 > 0; --k4) {
if (l4 >= 1) {
int j2 = position.getFloorY() + l4;
i3 += face1.getXOffset();
j1 += face1.getZOffset();
Vector3 blockpos1 = new Vector3(i3, j2, j1);
int material1 = level.getBlockIdAt(blockpos1.getFloorX(), blockpos1.getFloorY(), blockpos1.getFloorZ());
if (material1 == Block.AIR || material1 == Block.LEAVES) {
this.placeLogAt(level, blockpos1);
k1 = j2;
}
}
++l4;
}
if (k1 > 0) {
Vector3 blockpos3 = new Vector3(i3, k1, j1);
for (int i5 = -2; i5 <= 2; ++i5) {
for (int k5 = -2; k5 <= 2; ++k5) {
if (Math.abs(i5) != 2 || Math.abs(k5) != 2) {
this.placeLeafAt(level, blockpos3.add(i5, 0, k5));
}
}
}
blockpos3 = blockpos3.up();
for (int j5 = -1; j5 <= 1; ++j5) {
for (int l5 = -1; l5 <= 1; ++l5) {
this.placeLeafAt(level, blockpos3.add(j5, 0, l5));
}
}
}
}
return true;
} else {
return false;
}
}
} else {
return false;
}
}
use of cn.nukkit.math.Vector3 in project Nukkit by Nukkit.
the class Location method getDirectionVector.
public Vector3 getDirectionVector() {
double pitch = ((getPitch() + 90) * Math.PI) / 180;
double yaw = ((getYaw() + 90) * Math.PI) / 180;
double x = Math.sin(pitch) * Math.cos(yaw);
double z = Math.sin(pitch) * Math.sin(yaw);
double y = Math.cos(pitch);
return new Vector3(x, y, z).normalize();
}
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