Jump to content

How to disable collision detection for items?


McJty

Recommended Posts

I have a block that (configurable) allows to block/pass through items, passive mobs, hostile mobs and players. To do this I override addCollisionBoxesToList() to return nothing in case I recognize one of the entities above. This works great for passive mobs, hostile mobs and players. I can configure my block to let through passive mobs but block hostile mobs for example.

 

However with items it doesn 't work as well. If I set my block to allow items to pass through (so basically let addCollisionBoxesToList do nothing in case it is an EntityItem) then the items seem to jump up and down on my block as soon as I throw one down. I checked Entity.moveEntity() which seems to be the main code that handles this collision detection and I can't find why items can't fall through my block.

 

Any clue what could be wrong here?

 

Thanks!

Link to comment
Share on other sites

I just found out that mobs also seem to have a small hickup when going through my blocks. But they manage to get through. Perhaps items can't get through because they are too small. But that means that some other kind of collision detection is going on besides addCollisionBoxesToList. Any clues?

Link to comment
Share on other sites

Try

 

Block::getCollisionBoundingBoxFromPool, eg from BlockBush

    /**

    * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been

    * cleared to be reused)

    */

    public AxisAlignedBB getCollisionBoundingBoxFromPool(World p_149668_1_, int p_149668_2_, int p_149668_3_, int p_149668_4_)

    {

        return null;

    }

 

-TGG

 

Link to comment
Share on other sites

I can't use that function as it doesn't get an Entity parameter. My block needs collision detection depending on the type of entity that is on it.

Ah, bummer.

 

Well I'm stumped then.  addCollisionBoxesToList should work fine.  Does it still glitch if your addCollisionBoxesToList always returns none?

 

Might be worth trying getCollisionBoundingBoxFromPool() to return null always and see if that fixes the problem.  If so, you could add a breakpoint to it, or something fancy which returns different AABB depending on what the caller is (http://stackoverflow.com/questions/11306811/how-to-get-the-caller-class-in-java)  to help you find what else is using that.

 

-TGG

Link to comment
Share on other sites

If I let getCollisionBoundingBoxFromPool() return null it works perfectly but of course I have no control then.

 

OK.  That's a good start.

 

I'd suggest you could add a breakpoint to getCollisionBoundingBoxFromPool(), or something fancy which returns different AABB or null depending on what the caller is (http://stackoverflow.com/questions/11306811/how-to-get-the-caller-class-in-java).  It might help you find what else in the vanilla code is using getCollisionBoundBoxFromPool to detect collisions.

 

-TGG

Link to comment
Share on other sites

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • So I saw that mixin is shipped as a library with forge, but is it available for 1.7.10 ?  
    • So I've read the EULA, and lets be straight...     If I split my modpack(of my mods, yeah I'm nuts) into several(many) individual mods(like just one boss) with minor additions(plus not working together), then have a complete/modpack version on patreon/onlyfans having each addon work together... Would people buy my idea?
    • German A1 – C1, TestDAF, Goethe B1, B2, C1, C2, valid GOETHE certificate German A1 – C1, TestDAF, Goethe B1, B2, C1, C2, valid GOETHE certificate(+27(838-80-8170
    • Done, it still crashed. New log https://paste.ee/p/kYv6e
    • I am migrating a mod from 1.16.5 to 1.20.2 The version for 1.16.5 can be found here https://github.com/beothorn/automataCraft For the block called automata_start, it uses TileEntities and has blockstates, model/block and textures on json files. This is currently working fine on 1.16.5 https://github.com/beothorn/automataCraft/tree/master/src/main/resources/assets/automata For 1.20.2 I migrated the logic from TileEntities to BlockEntity. The mod is working fine. All blocks and Items are working with the correct textures except for the textures for each state of the automata_start block. No changes where made to the json files. This is the branch I am working on (there were some refactorings, but all is basically the same): https://github.com/beothorn/automataCraft/tree/1_20/src/main/resources/assets/automata The only difference I can think that may be related is that i had to implement createBlockStateDefinition on the BaseEntityBlock: https://github.com/beothorn/automataCraft/blob/1_20/src/main/java/br/com/isageek/automata/automata/AutomataStartBlock.java#L43 This is driving me crazy. I know the jsons are being loaded as I put a breakpoint at `net.minecraft.client.resources.model.ModelBakery#loadModel` and I can see BlockModelDefinition.fromJsonElement being called with automata_start. I also printed the state from the arguments of the tick function call and they look correct (https://github.com/beothorn/automataCraft/blob/1_20/src/main/java/br/com/isageek/automata/automata/Ticker.java#L32 ): blockState Block{automata:automata_start}[state=loadreplaceables] In game, all I see is the no textures. I think it is weird it is not the "missing texture" texture so I think it may be related to the material, but I had no success tweaking it (https://github.com/beothorn/automataCraft/blob/1_20/src/main/java/br/com/isageek/automata/automata/AutomataStartBlock.java#L37).   public static final Property<AutomataStartState> state = EnumProperty.create("state", AutomataStartState.class); private final AtomicReference<RegistryObject<BlockEntityType<?>>> blockEntityType; private final Map<String, RegistryObject<Block>> registeredBlocks; public AutomataStartBlock( final AtomicReference<RegistryObject<BlockEntityType<?>>> blockEntityType, final Map<String, RegistryObject<Block>> registeredBlocks ) { super(BlockBehaviour.Properties.of().mapColor(MapColor.STONE).strength(1.5F, 6.0F)); this.blockEntityType = blockEntityType; this.registeredBlocks = registeredBlocks; this.registerDefaultState(this.getStateDefinition().any().setValue(state, AutomataStartState.LOAD_REPLACEABLES)); } @Override protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> stateBuilder) { stateBuilder.add(state); }     So my cry for help is, anyone has any ideas? Is there a way to easily debug this, for example somewhere where I can list the textures for a given state, or make sure this is loaded?   Thanks in advance for the hints
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.