Posted December 29, 201410 yr Currently trying to make 5 bounding boxes for a single block. So that the bounding box has the shape of the block. Not sure y but the block is always taking the last bounding box added in addCollisionBoxesToList() i tried multiple things i read in this post but nothing is working. Here is a picture of the block and the code package com.kitsu.medievalcraft.block.machines; import java.util.List; import net.minecraft.block.BlockContainer; import net.minecraft.block.material.Material; import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import com.kitsu.medievalcraft.Main; import com.kitsu.medievalcraft.block.ModBlocks; import com.kitsu.medievalcraft.item.ModItems; import com.kitsu.medievalcraft.renderer.RenderId; import com.kitsu.medievalcraft.tileents.machine.TileEntitySandFilter; import com.kitsu.medievalcraft.tileents.machine.TileEntitySandFilterEmpty; import com.kitsu.medievalcraft.util.CustomTab; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class SandFilterEmpty extends BlockContainer { public SandFilterEmpty(String unlocalizedName, Material material) { super(material); this.setBlockName(unlocalizedName); this.setBlockTextureName(Main.MODID + ":" + unlocalizedName); this.setCreativeTab(CustomTab.MedievalCraftTab); this.setHardness(1.0F); this.setResistance(1.0F); this.setHarvestLevel(null, 0); this.setStepSound(soundTypeWood); this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F); //this.setLightLevel(2.0F); } public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int p_149727_6_, float p_149727_7_, float p_149727_8_, float p_149727_9_){ //--------PUTS THE FILTER IN THE SLOT IF THE PLAYER ISN'T SNEAKING------------------// //int newX = Minecraft.getMinecraft().objectMouseOver.blockX; //int newY = Minecraft.getMinecraft().objectMouseOver.blockY; //int newZ = Minecraft.getMinecraft().objectMouseOver.blockZ; if(!world.isRemote){ if(world.getBlock(x, y, z).equals(ModBlocks.sandFilterEmpty)){ int a = player.inventory.currentItem; //System.out.println(player.inventory.getStackInSlot(a)); if((player.inventory.getStackInSlot(a)!=null)&&(!player.isSneaking())){ if((player.inventory.getStackInSlot(a).getItem().equals(ModItems.coarseFilter)) || (player.inventory.getStackInSlot(a).getItem().equals(ModItems.mediumFilter)) || (player.inventory.getStackInSlot(a).getItem().equals(ModItems.fineFilter))){ world.setBlock(x, y, z, ModBlocks.sandFilter, 0, 2); TileEntitySandFilter tileSand = (TileEntitySandFilter) world.getTileEntity(x, y, z); tileSand.setInventorySlotContents(0, player.inventory.getStackInSlot(a)); player.inventory.setInventorySlotContents(a, null); } } } } return true; } @Override public TileEntity createNewTileEntity(World world, int i) { return new TileEntitySandFilterEmpty(); } @Override public void setBlockBoundsBasedOnState(IBlockAccess p_149719_1_, int p_149719_2_, int p_149719_3_, int p_149719_4_) { //this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F); } @Override public void addCollisionBoxesToList(World world, int x, int y, int z, AxisAlignedBB bounds, List list, Entity entity) { this.setBlockBounds(0.0F, 0.0F, 0.0F, 0.2F, 1.0F, 0.2F); //list.add(); super.addCollisionBoxesToList(world, x, y, z, bounds, list, entity); this.setBlockBounds(0.8F, 0.0F, 0.8F, 1.0F, 1.0F, 1.0F); //list.add(bounds); //list. super.addCollisionBoxesToList(world, x, y, z, bounds, list, entity); } @Override public int getRenderType() { return RenderId.sandFilterEmptyID; } @Override public boolean renderAsNormalBlock() { return false; } @Override public boolean isOpaqueCube() { return false; } } Here is a picture of the blocks.
December 29, 201410 yr Hi I think you might be mixing up the Collision boxes and the Bounding boxes? i.e. getSelectedBoundingBoxFromPool() not addCollisionBoxesToList(). The only way I know to have multiple selection bounding boxes is to hook into the DrawBlockHighlightEvent event, check if your block is being highlighted, and if so render the outline yourself using the tessellator. RenderGlobal.drawOutlinedBoundingBox has good clues on how to do that. -TGG
December 29, 201410 yr PS forgot to mention - you will need to do the collision checking yourself. look at BlockTorch.collisionRayTrace for a good example. -TGG
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