Draco18s Posted February 4, 2014 Share Posted February 4, 2014 The basic concept applies to 3D volumes in the same way. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
SuperHB Posted February 5, 2014 Author Share Posted February 5, 2014 The basic concept applies to 3D volumes in the same way. This is my AABB code that I'm using, it's in my Block class: @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(x + this.minX, y + this.minY, z + this.minZ, x + this.maxX, y + this.maxY, z + this.maxZ); case 2: return AxisAlignedBB.getAABBPool().getAABB(x + this.minX, y + this.minY, z + this.minZ, x + this.maxX, y + this.maxY, z + this.maxZ); default: return AxisAlignedBB.getAABBPool().getAABB(x + 36.0D, y + 48.0D, z + 36.0D, x + 36.0D, y + 48.0D, z + 36.0D); } } @Override @SideOnly(Side.CLIENT) public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(x + this.minX, y + this.minY, z + this.minZ, x + this.maxX, y + this.maxY, z + this.maxZ); case 2: return AxisAlignedBB.getAABBPool().getAABB(x + this.minX, y + this.minY, z + this.minZ, x + this.maxX, y + this.maxY, z + this.maxZ); default: return AxisAlignedBB.getAABBPool().getAABB(x + 36.0D, y + 48.0D, z + 36.0D, x + 36.0D, y + 48.0D, z + 36.0D); } } Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
SuperHB Posted February 5, 2014 Author Share Posted February 5, 2014 Bump Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
Draco18s Posted February 5, 2014 Share Posted February 5, 2014 You have an AABB code, but what's the problem? All you did is go "Ok, I did this" but didn't explain what's still wrong. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
SuperHB Posted February 6, 2014 Author Share Posted February 6, 2014 You have an AABB code, but what's the problem? All you did is go "Ok, I did this" but didn't explain what's still wrong. Oh, because the AABB code does nothing. I think it is because of the regular block that is inside my model Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
Draco18s Posted February 6, 2014 Share Posted February 6, 2014 Well your collision boxes for cases 0 and 2 are still only 1x1x1 in size, as xMin and xMax (ditty y and z) are based on block bounds, which ranges from 0...to 1. That and I think the x/y/z location is included. Meaning you're creating a collision box off in the middle of nowhere. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
SuperHB Posted February 6, 2014 Author Share Posted February 6, 2014 Well your collision boxes for cases 0 and 2 are still only 1x1x1 in size, as xMin and xMax (ditty y and z) are based on block bounds, which ranges from 0...to 1. That and I think the x/y/z location is included. Meaning you're creating a collision box off in the middle of nowhere. Okay so for the cases I changed it. here is the new code: @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(x + this.minX, y + this.minY, z + this.minZ, x + this.maxX, y + this.maxY, z + this.maxZ); case 2: return AxisAlignedBB.getAABBPool().getAABB(x + this.minX, y + this.minY, z + this.minZ, x + this.maxX, y + this.maxY, z + this.maxZ); default: return AxisAlignedBB.getAABBPool().getAABB(x + 36.0D, y + 48.0D, z + 36.0D, x + 36.0D, y + 48.0D, z + 36.0D); } } @Override @SideOnly(Side.CLIENT) public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(x + this.minX, y + this.minY, z + this.minZ, x + this.maxX, y + this.maxY, z + this.maxZ); case 2: return AxisAlignedBB.getAABBPool().getAABB(x + this.minX, y + this.minY, z + this.minZ, x + this.maxX, y + this.maxY, z + this.maxZ); default: return AxisAlignedBB.getAABBPool().getAABB(x + 36.0D, y + 48.0D, z + 36.0D, x + 36.0D, y + 48.0D, z + 36.0D); } } But it still does nothing. and for the second thing you said how do i exactly fix that? Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
Draco18s Posted February 6, 2014 Share Posted February 6, 2014 x + this.minX --> this.minX ? Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
SuperHB Posted February 6, 2014 Author Share Posted February 6, 2014 x + this.minX --> this.minX ? okay, i'll try it EDIT: Tried it... Didn't Work Here is the code: @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(this.minX, this.minY, this.minZ, this.maxX, this.maxY, this.maxZ); case 2: return AxisAlignedBB.getAABBPool().getAABB(this.minX, this.minY, this.minZ, this.maxX, this.maxY, this.maxZ); default: return AxisAlignedBB.getAABBPool().getAABB(36.0D, 48.0D, 36.0D, 36.0D, 48.0D, 36.0D); } } @Override @SideOnly(Side.CLIENT) public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(this.minX, this.minY, this.minZ, this.maxX, this.maxY, this.maxZ); case 2: return AxisAlignedBB.getAABBPool().getAABB(this.minX, this.minY, this.minZ, this.maxX, this.maxY, this.maxZ); default: return AxisAlignedBB.getAABBPool().getAABB(36.0D, 48.0D, 36.0D, 36.0D, 48.0D, 36.0D); } } It removed the model and just made a regular block that I was able to walk through Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
Draco18s Posted February 6, 2014 Share Posted February 6, 2014 Its been a while since I messed around with collission boxes. Play around with it and see what it's doing. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
SuperHB Posted February 6, 2014 Author Share Posted February 6, 2014 Its been a while since I messed around with collission boxes. Play around with it and see what it's doing. Okay... I have been trying for like an hour and couldn't find anything and i'm using the code from GalaticCraft Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
Draco18s Posted February 6, 2014 Share Posted February 6, 2014 Start printing out values and checking them against what the values should be. I can't help you debug your code, I can only tell you what you need to use. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
SuperHB Posted February 6, 2014 Author Share Posted February 6, 2014 Start printing out values and checking them against what the values should be. I can't help you debug your code, I can only tell you what you need to use. tried a bunch can't figure this out! Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
SuperHB Posted February 7, 2014 Author Share Posted February 7, 2014 Okay, so I tried pretty much EVERY... SINGLE... code in the AxisAlignedBB class and it still doesn't work... Here is all the code I used for it: /** * Sets the Collision of the Tardis so you can't walk through it. */ @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(x + minX, y + minY, z + minZ, x + maxX, y + maxY, z + maxZ); case 2: return AxisAlignedBB.getAABBPool().getAABB(x + minX, y + minY, z + minZ, x + maxX, y + maxY, z + maxZ); default: return AxisAlignedBB.getAABBPool().getAABB(x + 36.0D, y + 48.0D, z + 36.0D, x + 36.0D, y + 48.0D, z + 36.0D); } } @Override @SideOnly(Side.CLIENT) public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(x + minX, y + minY, z + minZ, x + maxX, y + maxY, z + maxZ); case 2: return AxisAlignedBB.getAABBPool().getAABB(x + minX, y + minY, z + minZ, x + maxX, y + maxY, z + maxZ); default: return AxisAlignedBB.getAABBPool().getAABB(x + 36.0D, y + 48.0D, z + 36.0D, x + 36.0D, y + 48.0D, z + 36.0D); } } public AxisAlignedBB getOffsetBoundingBox(World world, double par1, double par3, double par5, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(minX + par1, minY + par3, minZ + par5, maxX + par1, maxY + par3, maxZ + par5); case 2: return AxisAlignedBB.getAABBPool().getAABB(minX + par1, minY + par3, minZ + par5, maxX + par1, maxY + par3, maxZ + par5); default: return AxisAlignedBB.getAABBPool().getAABB(par1 + 36.0D, par3 + 48.0D, par5 + 36.0D, par1 + 36.0D, par3 + 48.0D, par5 + 36.0D); } } public AxisAlignedBB setBounds(World world, double par1, double par3, double par5, double par7, double par9, double par11, int x, int y, int z) { switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(minX + par1, minY + par3, minZ + par5, maxX + par7, maxY + par9, maxZ + par11); case 2: return AxisAlignedBB.getAABBPool().getAABB(minX + par1, minY + par3, minZ + par5, maxX + par7, maxY + par9, maxZ + par11); default: return AxisAlignedBB.getAABBPool().getAABB(par1 + 36.0D, par3 + 48.0D, par5 + 36.0D, par7 + 36.0D, par9 + 48.0D, par11 + 36.0D); } } public AxisAlignedBB expand(World world, double par1, double par3, double par5, double par7, double par9, double par11, int x, int y, int z) { double d3 = this.minX - par1; double d4 = this.minY - par3; double d5 = this.minZ - par5; double d6 = this.maxX + par1; double d7 = this.maxY + par3; double d8 = this.maxZ + par5; switch (world.getBlockMetadata(x, y, z)) { case 0: return AxisAlignedBB.getAABBPool().getAABB(minX + par1, minY + par3, minZ + par5, maxX + par7, maxY + par9, maxZ + par11); case 2: return AxisAlignedBB.getAABBPool().getAABB(minX + par1, minY + par3, minZ + par5, maxX + par7, maxY + par9, maxZ + par11); case 4: return AxisAlignedBB.getAABBPool().getAABB(d3, d4, d5, d6, d7, d8); default: return AxisAlignedBB.getAABBPool().getAABB(par1 + 36.0D, par3 + 48.0D, par5 + 36.0D, par7 + 36.0D, par9 + 48.0D, par11 + 36.0D); } } Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
SuperHB Posted February 7, 2014 Author Share Posted February 7, 2014 Bumpity-bump... Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
SuperHB Posted February 21, 2014 Author Share Posted February 21, 2014 Bump.... Quote MobDrops http://www.planetminecraft.com/mod/125-mobdrops/ Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.