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Raycasting entities


Romejanic

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Hey guys!

 

In my gun mod, I have created crosshairs which expand to indicate the bullet spread (like Call of Duty), but I want them to turn red when you look at an entity, to show that you will hit them. I've done the colouring, but there's one problem. The raycasting solution i found on the internet doesn't count for entities. I tried to modify the code with bits from EntityThrowable to make it work, but I doesn't work.

 

Here's the current code:

public static MovingObjectPosition raycastBlocksAndEntities(EntityPlayer player, World world) {

	float f = 1.0F;
	float f1 = player.prevRotationPitch + (player.rotationPitch - player.prevRotationPitch) * f;
	float f2 = player.prevRotationYaw + (player.rotationYaw - player.prevRotationYaw) * f;
	double d = player.prevPosX + (player.posX - player.prevPosX) * (double)f;
	double d1 = (player.prevPosY + (player.posY - player.prevPosY) * (double)f + 1.6200000000000001D) - (double)player.yOffset;
	double d2 = player.prevPosZ + (player.posZ - player.prevPosZ) * (double)f;
	Vec3 vec3d = Vec3.createVectorHelper(d, d1, d2);
	float f3 = MathHelper.cos(-f2 * 0.01745329F - 3.141593F);
	float f4 = MathHelper.sin(-f2 * 0.01745329F - 3.141593F);
	float f5 = -MathHelper.cos(-f1 * 0.01745329F);
	float f6 = MathHelper.sin(-f1 * 0.01745329F);
	float f7 = f4 * f5;
	float f8 = f6;
	float f9 = f3 * f5;
	double d3 = 5000D;
	Vec3 vec3d1 = vec3d.addVector((double)f7 * d3, (double)f8 * d3, (double)f9 * d3);
	MovingObjectPosition movingobjectposition = world.rayTraceBlocks(vec3d, vec3d1, false);

	return movingobjectposition;

}

 

Here's my modified code (which doesn't work):

public static MovingObjectPosition raycastBlocksAndEntities(EntityPlayer player, World world) {

	float f = 1.0F;
	float f1 = player.prevRotationPitch + (player.rotationPitch - player.prevRotationPitch) * f;
	float f2 = player.prevRotationYaw + (player.rotationYaw - player.prevRotationYaw) * f;
	double d = player.prevPosX + (player.posX - player.prevPosX) * (double)f;
	double d1 = (player.prevPosY + (player.posY - player.prevPosY) * (double)f + 1.6200000000000001D) - (double)player.yOffset;
	double d2 = player.prevPosZ + (player.posZ - player.prevPosZ) * (double)f;
	Vec3 vec3d = Vec3.createVectorHelper(d, d1, d2);
	float f3 = MathHelper.cos(-f2 * 0.01745329F - 3.141593F);
	float f4 = MathHelper.sin(-f2 * 0.01745329F - 3.141593F);
	float f5 = -MathHelper.cos(-f1 * 0.01745329F);
	float f6 = MathHelper.sin(-f1 * 0.01745329F);
	float f7 = f4 * f5;
	float f8 = f6;
	float f9 = f3 * f5;
	double d3 = 5000D;
	Vec3 vec3d1 = vec3d.addVector((double)f7 * d3, (double)f8 * d3, (double)f9 * d3);
	MovingObjectPosition movingobjectposition = world.rayTraceBlocks(vec3d, vec3d1, false);

	if(movingobjectposition != null) {

		Vec3 vec3 = Vec3.createVectorHelper(player.posX, player.posY, player.posZ);
		Vec3 vec31 = Vec3.createVectorHelper(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord);;

		if (!player.worldObj.isRemote)
		{
			Entity entity = null;
			List list = player.worldObj.getEntitiesWithinAABBExcludingEntity(player, AxisAlignedBB.getBoundingBox(vec31.xCoord - 1d, vec31.yCoord - 1d, vec31.zCoord - 1d, vec31.xCoord + 1d, vec31.yCoord + 1d, vec31.zCoord + 1d));
			double d0 = 0.3D;
			EntityLivingBase entitylivingbase = player;

			System.out.println(list);

			for (int j = 0; j < list.size(); ++j)
			{
				Entity entity1 = (Entity)list.get(j);

				if (entity1.canBeCollidedWith() && !entity1.isEntityEqual(entitylivingbase))
				{
					if(entity1.getDistance(vec31.xCoord, vec31.yCoord, vec31.zCoord) <= d0) {

						entity = entity1;
						break;

					}
				}
			}

			if (entity != null)
			{
				return new MovingObjectPosition(entity);
			}
		}

	}

	return movingobjectposition;

}

 

Does anyone have any ideas? Thanks for your help.

- Romejanic

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

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Why do you think the method in World is called raytraceBlocks()?

I had this problem myself so I made a clas to make this able, but you will need more of my classes to let it work.

You can copy them if you want, I think it is to difficult to make this yourself, it is a lot of math.

import java.util.ArrayList;
import java.util.List;

import knokko.util.bag.BlockBag;
import knokko.util.bag.EntityBag;
import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.particle.EntityFX;
import net.minecraft.client.particle.EntityReddustFX;
import net.minecraft.client.particle.EntityReddustFX.Factory;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;

/**
* This class is a line in a 3D world that is made for minecraft.
* It has some methods that can be usefull, por example is gives the distances and can spawn particles over the whole line.
* @author knokko
*
*/
public class Line {
/**
 * Creates a new line between the given positions.
 * It doesn't matter which position you add first.
 * @param pos1 The first position of this line.
 * @param pos2 The second position of this line.
 */
public Line(Position pos1, Position pos2){
	position1 = pos1;
	position2 = pos2;
	refresh();
}
protected Line() {}
private Position position1;
private Position position2;
/**
 * The distance of this line on the x-axis.
 */
public double distanceX;
/**
 * The distance of this line on the y-axis.
 */
public double distanceY;
/**
 * The distance of this line on the z-axis.
 */
public double distanceZ;

public double distanceXT;
public double distanceYT;
public double distanceZT;
/**
 * the distance between the positions of this line.
 */
public double distance;
/**
 * This method refreshes all the data this line has, for now only the distances to the positions.
 */
public void refresh(){
	distanceX = position2.x - position1.x;
	distanceY = position2.y - position1.y;
	distanceZ = position2.z - position1.z;
	distanceXT = distanceX;
	distanceYT = distanceY;
	distanceZT = distanceZ;
	if(distanceX < 0){
		distanceX *= -1;
	}
	if(distanceY < 0){
		distanceY *= -1;
	}
	if(distanceZ < 0){
		distanceZ *= -1;
	}
	double distanceXZ = Math.hypot(distanceX, distanceZ);
	distance = Math.hypot(distanceXZ, distanceY);
}
/**
 * This method returns one of the positions.
 * @param i The position to get. i <= 1 will return position1, position2 otherwise.
 * @return The position you asked.
 */
public Position getPosition(int i){
	if(i <= 1){
		return position1;
	}
	else {
		return position2;
	}
}
/**
 * This method changes one of the positions and refreshes the distance.
 * @param i The position to choose. i <= 1 will change position1, position2 otherwise.
 * @param pos The new value of the position.
 */
public void setPosition(int i, Position pos){
	if(i <= 1){
		position1 = pos;
	}
	else {
		position2 = pos;
	}
	refresh();
}

/**
 * 
 * @param world the world to spawn the particles.
 * @param red how red the particles will be.
 * @param green how green the particles will be.
 * @param blue how blue the particles will be.
 * @param dbp distance between particles.
 */
public void spawnParticles(World world, double red, double green, double blue, double dbp, int lifetime){
	double speedX = distanceXT * dbp;
	double speedY = distanceYT * dbp;
	double speedZ = distanceZT * dbp;
	double x = position1.x;
	double y = position1.y;
	double z = position1.z;
	int times = 0;
	int particles = ExtraUtils.fromDouble(ExtraUtils.divineAccurate(position1.getSquaredDistance(position2), dbp));
	while(times <= particles && world.isRemote){
		Factory factory = new Factory();
		EntityReddustFX dust = (EntityReddustFX) factory.getEntityFX(0, world, x, y, z, (float) ExtraUtils.divineAccurate(1, lifetime), 1, 1, null);
		dust.setRBGColorF((float)red, (float)green, (float) blue);
		dust.renderDistanceWeight = 8;
		Minecraft.getMinecraft().effectRenderer.addEffect(dust);
		x += speedX;
		y += speedY;
		z += speedZ;
		++times;
	}

}

/**
 * 
 * @param world the world to spawn the particles.
 * @param red how red the particles will be.
 * @param green how green the particles will be.
 * @param blue how blue the particles will be.
 * @param dbp distance between particles.
 */
public void spawnParticles2(World world, double red, double green, double blue, double dbp, int lifetime){
	double speedX = distanceXT * dbp;
	double speedY = distanceYT * dbp;
	double speedZ = distanceZT * dbp;
	double x = position1.x;
	double y = position1.y;
	double z = position1.z;
	int times = 0;
	int particles = ExtraUtils.fromDouble(ExtraUtils.divineAccurate(position1.getSquaredDistance(position2), dbp));
	while(times <= particles && world.isRemote){
		world.spawnParticle(EnumParticleTypes.REDSTONE, x, y, z, red, green, blue);
		x += speedX;
		y += speedY;
		z += speedZ;
		++times;
	}

}

public String toString(){
	return "Line: distance = " + distance + "  position1 = [" + position1 + "], position2 = [" + position2 + "]";
}
/**
 * This method makes and returns a list of all entities that are in this line.
 * @param world The world to look for the entities
 * @param entityClass the class the entities must have or extend.
 * @param putInBag If this is true, the types in the given list will be EntityBag instead of normal Entities.
 * @return A list of all entities in this line.
 */
public List getEntities(World world, Class entityClass, boolean putInBag){
	refresh();
	double minX = Math.min(position1.x, position2.x);
	double maxX = Math.max(position1.x, position2.x);
	double minY = Math.min(position1.y, position2.y);
	double maxY = Math.max(position1.y, position2.y);
	double minZ = Math.min(position1.z, position2.z);
	double maxZ = Math.max(position1.z, position2.z);
	List entities = world.getEntitiesWithinAABB(entityClass, AxisAlignedBB.fromBounds(minX, minY, minZ, maxX, maxY, maxZ));
	double factorXY = ExtraUtils.divineAccurate(distanceYT, distanceXT);
	double factorXZ = ExtraUtils.divineAccurate(distanceZT, distanceXT);
	double bufferXY = position1.y - (position1.x * factorXY);
	double bufferXZ = position1.z - (position1.x * factorXZ);
	List entities2 = new ArrayList();
	int times = 0;
	while(times < entities.size()){
		Entity entity = (Entity) entities.get(times);
		AxisAlignedBB aabb = entity.getEntityBoundingBox();
		double d = (aabb.minX * factorXY) + bufferXY;
		double e = (aabb.maxX * factorXY) + bufferXY;
		double m = (aabb.minX * factorXZ) + bufferXZ;
		double n = (aabb.maxX * factorXZ) + bufferXZ;
		boolean flag1 = m <= aabb.maxZ && n >= aabb.minZ || m >= aabb.minZ && n <= aabb.maxZ;
		boolean flag2 = d <= aabb.maxY && e >= aabb.minY || d >= aabb.minY && e <= aabb.maxY;
		if(flag1 && flag2){
			if(!putInBag){
				entities2.add(entity);
			}
			else {
				int times2 = 0;
				entities2.add(new EntityBag(entity, entity.posX, (entity.posX * factorXY) + bufferXY, (entity.posX * factorXZ) + bufferXZ));
			}
		}
		++times;
	}
	return entities2;
}
/**
 * this method creates a new line that is equal to the rayTrace of the given entity.
 * @param entity The entity whose rayTrace this method will use.
 * @param light The maximum lenght this rayTrace can have.
 * @return a new Line that is the rayTrace of the given entity.
 */
public static Line fromRaytrace(Entity entity, double lenght){
	Position pos1 = new Position(entity.posX, entity.height * 0.8 + entity.getEntityBoundingBox().minY, entity.posZ);
	Position pos2 = new Position(entity.getLookVec());
	Vec3 v3 = new Vec3(pos1.x, pos1.y, pos1.z);
	Position pos4 = new Position(v3.addVector(pos2.x * lenght, pos2.y * lenght, pos2.z * lenght));
	Position pos3 = new Position(entity.posX * pos2.x, (entity.height * 0.8 + entity.getEntityBoundingBox().minY) * pos2.y, entity.posZ * pos2.z);
	return new Line(pos1, pos4);
}
/**
 * This method gives the nearest entity in this line to the given position.
 * @param world The world to look for the entity.
 * @param entityClass The class the entities must have or extend.
 * @param position the position where the entity must be close too.
 * @param exclude An entity that doesn't count in this method.
 * @return The entity in this line that is the closest from the given position.
 */
public Entity getNearestEntity(World world, Class entityClass, Position position, Entity exclude){
	List entities = getEntities(world, entityClass, false);
	double maxDistance = -1;
	int times = 0;
	Entity entity2 = null;
	while(times < entities.size()){
		Entity entity = (Entity) entities.get(times);
		double distance = position.getSquaredDistance(new Position(entity));
		if(entity != exclude){
			if(maxDistance == -1){
				maxDistance = distance;
				entity2 = entity;
			}
			else if(distance < maxDistance){
				maxDistance = distance;
				entity2 = entity;
			}
		}
		++times;
	}
	return entity2;
}
/**
 * This method does the same as the other method, but put the entity in a bag.
 * @param world
 * @param position
 * @param entityClass
 * @param exclude
 * @return
 */
public EntityBag getNearestEntity(World world, Position position, Class entityClass, Entity exclude){
	List entities = getEntities(world, entityClass, true);
	double maxDistance = -1;
	int times = 0;
	EntityBag entity2 = null;
	while(times < entities.size()){
		EntityBag entity = (EntityBag) entities.get(times);
		double distance = position.getSquaredDistance(new Position(entity.x, entity.y, entity.z));
		if(entity.entity != exclude){
			if(maxDistance == -1){
				maxDistance = distance;
				entity2 = entity;
			}
			else if(distance < maxDistance){
				maxDistance = distance;
				entity2 = entity;
			}
		}
		++times;
	}
	return entity2;
}
/**
 * This method writes the data of the positions to the given NBTTagCompound.
 * @param nbt the NBTTagCompound to save the data.
 */
public void writeToNBT(NBTTagCompound nbt){
	position1.writeToNBT(nbt, "position1");
	position2.writeToNBT(nbt, "position2");
}
/**
 * Reads the info of positions that are written in the NBTTagCompound.
 * The line will be useless if the right data is not stored.
 * @param nbt The NBTTagCompound to read.
 */
public void readFromNBT(NBTTagCompound nbt){
	position1 = new Position();
	position2 = new Position();
	position1.readFromNBT(nbt, "position1");
	position2.readFromNBT(nbt, "position2");
	refresh();
}
/**
 * Creates a line from a NBTTagCompound.
 * Be sure this is the same NBTTagCompound as the one where you saved the data.
 * @param nbt The NBTTagCompound to read.
 * @return
 */
public static Line createLineFromNBT(NBTTagCompound nbt){
	Line line = new Line();
	line.readFromNBT(nbt);
	return line;
}
/**
 * This method gives a list of the blocks in the line.
 * @param world The world to take the blocks.
 * @param acceptWeakBlocks If this is false, it will not set blocks in the list with a hardness of 0.
 * @return A list of blocks in the line.
 */
public List getBlocks(World world, boolean acceptWeakBlocks){
	double speedX = ExtraUtils.divineAccurate(distanceXT, distance);
	double speedY = ExtraUtils.divineAccurate(distanceYT, distance);
	double speedZ = ExtraUtils.divineAccurate(distanceZT, distance);
	if(!Double.isFinite(speedX)){
		speedX = 0;
	}
	if(!Double.isFinite(speedY)){
		speedY = 0;
	}
	if(!Double.isFinite(speedZ)){
		speedZ = 0;
	}
	int maxTimes = (int)distance + 1;
	int times = 0;
	List blocks = new ArrayList();
	double x = position1.x;
	double y = position1.y;
	double z = position1.z;
	while (times <= maxTimes){
		IBlockState block = world.getBlockState(new BlockPos((int) x, (int) y, (int) z));
		if(acceptWeakBlocks || block.getBlock().getBlockHardness(world, new BlockPos((int) x, (int) y, (int) z)) != 0){
			BlockBag bag = new BlockBag(block, x, y, z);
			blocks.add(bag);
		}
		++times;
		x += speedX;
		y += speedY;
		z += speedZ;
	}
	return blocks;
}
/**
 * This method gives the closest block in the line.
 * @param world The world to look for the blocks.
 * @param acceptWeakBlocks If this is true, blocks with a hardness of 0 will not count.
 * @param pos if this is 1 or tinier, this method will search from position1, position2 otherwise.
 * @return The nearest block in the line.
 */
public BlockBag getNearestBlockInLine(World world, boolean acceptWeakBlocks, Position pos){
	List blocks = getBlocks(world, acceptWeakBlocks);
	int times = 0;
	double distance = Double.POSITIVE_INFINITY;
	BlockBag block = null;
	while(times < blocks.size()){
		BlockBag bag = (BlockBag) blocks.get(times);
		Position position = new Position(bag., bag.yd, bag.zd);
		if(pos.getSquaredDistance(position) < distance){
			block = bag;
			distance = pos.getSquaredDistance(position);
		}
		++times;
	}
	return block;
}
/**
 * This method makes a new line that will come not further than the nearest block from the given position.
 * @param world The world to look for the blocks.
 * @param acceptWeakBlocks If this is true, blocks with a hardness of 0 will count.
 * @param position If this is 1 or tinier, it will look from position1, position2 otherwise.
 * @return a new line that only reaches the nearest block from the old line.
 */
public Line toNearestBlock(World world, boolean acceptWeakBlocks, int position){
	Position p;
	Position q;
	if(position <= 1){
		p = position1;
		q = position2;
	}
	else {
		p = position2;
		q = position1;
	}
	BlockBag bag = getNearestBlockInLine(world, acceptWeakBlocks, p);
	if(bag != null){
		return new Line(p, new Position(bag., bag.yd, bag.zd));
	}
	else {
		return this;
	}
}
/**
 * Creates a new Line that starts from the given position and stops at the nearest entity of the right class.
 * @param world The world to look for the entity.
 * @param entityClass The class the entity must have or extend.
 * @param position if it is 1 or tinier, this method will start looking from position1, position2 otherwise.
 * @param exclude An entity that will not count, it can be null.
 * @return A new line from the given position to the closest entity.
 */
public Line toNearestEntity(World world, Class entityClass, int position, Entity exclude){
	Position pos;
	if(position <= 1){
		pos = position1;
	}
	else {
		pos = position2;
	}
	EntityBag entity = getNearestEntity(world, pos, entityClass, exclude);
	if(entity != null){
		if(entity.entity != null){
			return new Line(pos, new Position(entity.x, entity.y, entity.z));
		}
		else {
			return this;
		}
	}
	else {
		return this;
	}
}
}

import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.particle.EntityReddustFX;
import net.minecraft.client.particle.EntityReddustFX.Factory;
import net.minecraft.entity.Entity;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;

public class Position {
public double x;
public double y;
public double z;
/**
 * Creates a new position on the given location.
 * @param posX The x location of the position.
 * @param posY The y location of the position.
 * @param posZ The z location of the given position.
 */
public Position(double posX, double posY, double posZ){
	x = posX;
	y = posY;
	z = posZ;
}

Position() {}
/**
 * Creates a new position on the given location, this constructor works with integers.
 * @param posX The x location of the position.
 * @param posY The y location of the position.
 * @param posZ The z location of the given position.
 */
public Position(int posX, int posY, int posZ){
	x = posX;
	y = posY;
	z = posZ;
}
/**
 * Creates a new position on the given location, this constructor works with floats.
 * @param posX The x location of the position.
 * @param posY The y location of the position.
 * @param posZ The z location of the given position.
 */
public Position(float posX, float posY, float posZ){
	x = posX;
	y = posY;
	z = posZ;
}
/**
 * Creates a new position at the given entity.
 * @param entity The entity where the position has to be created.
 */
public Position(Entity entity){
	x = entity.posX;
	y = entity.posY;
	z = entity.posZ;
}

public Position(MovingObjectPosition mop){
	x = mop.hitVec.xCoord;
	y = mop.hitVec.yCoord;
	z = mop.hitVec.zCoord;
}
public Position(Vec3 vec3){
	x = vec3.xCoord;
	y = vec3.yCoord;
	z = vec3.zCoord;
}
/**
 * Returns this position as string.
 */
public String toString(){
	String string = "Position: x = " + x + ", y = " + y + ", z = " + z;
	return string;
}
/**
 * Makes a string for the given position.
 * @param p
 * @return the string.
 */
public static String makeString(Position p){
	return p.toString();
}
/**
 * Gives the x of this position as integer.
 * @return The integer the double is the closest to.
 */
public int intX(){
	double t = x - (int)x;
	if(t >= 0.5){
		t = 1;
	}
	else {
		t = 0;
	}
	return (int) ((int)x + t);
}
/**
 * Gives the y of this position as integer.
 * @return The integer the double is the closest to.
 */
public int intY(){
	double t = y - (int)y;
	if(t >= 0.5){
		t = 1;
	}
	else {
		t = 0;
	}
	return (int) ((int)y + t);
}
/**
 * Gives the z of this position as integer.
 * @return The integer the double is the closest to.
 */
public int intZ(){
	double t = z - (int)z;
	if(t >= 0.5){
		t = 1;
	}
	else {
		t = 0;
	}
	return (int) ((int)z + t);
}
/**
 * this method gives the x of the position as float.
 * @return The x of the position as float.
 */
public float floatX(){
	return (float) x;
}
/**
 * this method gives the y of the position as float.
 * @return The y of the position as float.
 */
public float floatY(){
	return (float)y;
}
/**
 * this method gives the z of the position as float.
 * @return The z of the position as float.
 */
public float floatZ(){
	return (float)z;
}
/**
 * Gives the squared distance to another position. It will use Math.hypot for getting it.
 * @param p The other position.
 * @return The squared distance from this position to the given position.
 */
public double getSquaredDistance(Position p){
	double distanceX;
	double distanceY;
	double distanceZ;
	if(x >= p.x){
		distanceX = x - p.x;
	}
	else {
		distanceX = p.x - x;
	}
	if(y >= p.y){
		distanceY = y - p.y;
	}
	else {
		distanceY = p.y - y;
	}
	if(z >= p.z){
		distanceZ = z - p.z;
	}
	else {
		distanceZ = p.z - z;
	}
	double distanceXZ = Math.hypot(distanceX, distanceZ);
	return Math.hypot(distanceXZ, distanceY);
}
/**
 * Gives the distance to the given position. This will just use distanceX + distanceY + distanceZ.
 * @param p The other position.
 * @return The distance to the given position.
 */
public double getIndirectDistance(Position p){
	double distanceX;
	double distanceY;
	double distanceZ;
	if(x >= p.x){
		distanceX = x - p.x;
	}
	else {
		distanceX = p.x - x;
	}
	if(y >= p.y){
		distanceY = y - p.y;
	}
	else {
		distanceY = p.y - y;
	}
	if(z >= p.z){
		distanceZ = z - p.z;
	}
	else {
		distanceZ = p.z - z;
	}
	return distanceX + distanceY + distanceZ;
}
/**
 * Gives the squared distance between two positions. It will use Math.hypot.
 * @param a The first position.
 * @param p The second position.
 * @return The squared distance between the two positions.
 */
public static double getSquaredDistance(Position a, Position p){
	double distanceX;
	double distanceY;
	double distanceZ;
	if(a.x >= p.x){
		distanceX = a.x - p.x;
	}
	else {
		distanceX = p.x - a.x;
	}
	if(a.y >= p.y){
		distanceY = a.y - p.y;
	}
	else {
		distanceY = p.y - a.y;
	}
	if(a.z >= p.z){
		distanceZ = a.z - p.z;
	}
	else {
		distanceZ = p.z - a.z;
	}
	double distanceXZ = Math.hypot(distanceX, distanceZ);
	return Math.hypot(distanceXZ, distanceY);
}
/**
 * Gives the distance between the given positions. This will just use distanceX + distanceY + distanceZ.
 * @param p The first position.
 * @param a The second position.
 * @return The distance between the given positions.
 */
public static double getIndirectDistance(Position a, Position p){
	double distanceX;
	double distanceY;
	double distanceZ;
	if(a.x >= p.x){
		distanceX = a.x - p.x;
	}
	else {
		distanceX = p.x - a.x;
	}
	if(a.y >= p.y){
		distanceY = a.y - p.y;
	}
	else {
		distanceY = p.y - a.y;
	}
	if(a.z >= p.z){
		distanceZ = a.z - p.z;
	}
	else {
		distanceZ = p.z - a.z;
	}
	return distanceX + distanceY + distanceZ;
}
/**
 * This method will write itself in the given NBTTagCompound.
 * It will set a tag with the given key, and set the doubles there.
 * This method is not called automatically, so save it where you need it.
 * Be sure to use the same key at readFromNBt and to use another key for every position.
 * @param nbt The NBTTagCompound where it will save its position.
 * @param key The key it will use to create a new tag. 
 */
public void writeToNBT(NBTTagCompound nbt, String key){
	NBTTagCompound a = new NBTTagCompound();
	a.setDouble("x", x);
	a.setDouble("y", y);
	a.setDouble("z", z);
	nbt.setTag(key, a);
}
/**
 * This method is made to read the position from the given NBTTagCompound.
 * Be sure to use the same NBTTagCompound and string as writeToNBT.
 * @param nbt The NBTTagCompound it will use to read the position.
 * @param key The tag of the NBTTagCompound it will check.
 */
public void readFromNBT(NBTTagCompound nbt, String key){
	x = nbt.getCompoundTag(key).getDouble("x");
	y = nbt.getCompoundTag(key).getDouble("y");
	z = nbt.getCompoundTag(key).getDouble("z");
}
/**
 * Spawns an entity at the given position.
 * @param p The position the entity has to spawn.
 * @param entity The entity to spawn.
 * @param world The world to spawn the entity.
 */
public static void spawnEntity(Position p, Entity entity, World world){
	entity.posX = p.x;
	entity.posY = p.y;
	entity.posZ = p.z;
	world.spawnEntityInWorld(entity);
}
/**
 * Spawns an entity at this position.
 * @param entity The entity to spawn.
 * @param world The world to spawn the entity.
 */
public void spawnEntity(Entity entity, World world){
	entity.posX = x;
	entity.posY = y;
	entity.posZ = z;
	world.spawnEntityInWorld(entity);
}
/**
 * Sets a block at the given position.
 * @param p The position to place the block.
 * @param world The world to set the block.
 * @param block The block to set.
 */
public static void setBlock(Position p, World world, IBlockState block){
	world.setBlockState(new BlockPos(p.intX(), p.intY(), p.intZ()), block);
}
/**
 * Sets a block at this position.
 * @param world The world to place the block.
 * @param block The block to place.
 */
public void setBlock(World world, IBlockState block){
	world.setBlockState(new BlockPos(intX(), intY(), intZ()), block);
}
/**
 * Spawns a particle at the given position with the given colors.
 * @param world The world to spawn the particle.
 * @param p The position to spawn the particle.
 * @param color1 The amount red.
 * @param color2 The amount green.
 * @param color3 The amount purple/blue.
 */
public static void spawnParticle(World world, Position p, double color1, double color2, double color3){
	world.spawnParticle(EnumParticleTypes.REDSTONE, p.x, p.y, p.z, color1, color2, color3);
}
/**
 * Spawn a particle at this position with the given colors.
 * @param world The world to spawn the particle.
 * @param color1 The amount red.
 * @param color2 The amount green.
 * @param color3 The amount purple/blue.
 */
public void spawnParticle(World world, double color1, double color2, double color3){
	Factory factory = new Factory();
	EntityReddustFX fx = (EntityReddustFX) factory.getEntityFX(0, world, x, y, z, 0.2F, 1, 1, null);
	fx.setRBGColorF((float)color1, (float)color2, (float)color3);
	fx.renderDistanceWeight = 1;
	if(world.isRemote){
		Minecraft.getMinecraft().effectRenderer.addEffect(fx);
	}
}

public boolean equals(Object b){
	if(b instanceof Position){
		Position c = (Position) b;
		if(c.x == x && c.y == y && c.z == z){
			return true;
		}
		else {
			return false;
		}
	}
	else {
		return false;
	}
}
}

 

Here 2 simple classes you will need for Line:

import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;

public class BlockBag {
public Block block;

public int x;
public int y;
public int z;

public double ;
public double yd;
public double zd;

public BlockBag(Block block, double x, double y, double z){
	this.block = block;
	this.x = (int) x;
	this.y = (int) y;
	this.z = (int) z;
 = x;
	yd = y;
	zd = z;
}
public BlockBag(IBlockState block2, double x2, double y2, double z2) {
	this(block2.getBlock(), x2, y2, z2);
}
public String toString(){
	return "block: " + block + " x: " + x + " y: " + y + " z: " + z;
}
}

 

import net.minecraft.entity.Entity;

public class EntityBag {
public Entity entity;

public double x;
public double y;
public double z;

public EntityBag(Entity entity, double x, double y, double z){
	this.entity = entity;
	this.x = x;
	this.y = y;
	this.z = z;
}
}

 

You basically need Line.fromRaytrace().

If you don't want to copy my code, you can take a good look at Line.fromRayTrace and Line.getNearestEntity.

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Hi

 

If you're looking for a vanilla example, EntityRenderer.getMouseOver() does what you need.  It finds the block or entity that the player's mouse cursor is pointing to.

 

-TGG

 

Yes, I've used that but the problem is that:

 

1) It's range is too short, it needs to stretch on infinitely

2) It does not change to null if it moves out of range

 

I'll have a look at the Minecraft class and see how it defines objectMouseOver. Thanks for your help.

- Romejanic

Romejanic

 

Creator of Witch Hats, Explosive Chickens and Battlefield!

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