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[1.9] getCollisionBoundingBox() switched with getSelectedBoundingBox() ?


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Posted

Is it possible that these two methods might be misnamed?

 

The following sample code works:

@Override
public AxisAlignedBB getCollisionBoundingBox(IBlockState state, World worldIn, BlockPos pos)
{
   return Block.FULL_BLOCK_AABB;
}

@Override
public AxisAlignedBB getSelectedBoundingBox(IBlockState blockState, World worldIn, BlockPos pos)
{
   if (myBlockShouldBeSolid)
   {
      return Block.FULL_BLOCK_AABB; // solid
   }
   return Block.NULL_AABB; // not solid
}

 

But shouldn't this code actually be?

@Override
public AxisAlignedBB getCollisionBoundingBox(IBlockState state, World worldIn, BlockPos pos)
{
   if (myBlockShouldBeSolid)
   {
      return Block.FULL_BLOCK_AABB; // solid
   }
   return Block.NULL_AABB; // not solid
}

@Override
public AxisAlignedBB getSelectedBoundingBox(IBlockState blockState, World worldIn, BlockPos pos)
{
   return NULL_AABB;
}

Posted

nop

is only than now thay changed becoze after all are from the same kind

 

i have to change the code for mi mod lozas to this so i could mach the bounding box and the collision box

 

// ###########################################################3
@Override
    public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
    {
       	EnumFacing enumfacing = (EnumFacing) state.getValue(FACING);
    		int	ifacing = enumfacing.getIndex();
    		
    		AxisAlignedBB bb = new AxisAlignedBB(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F);

			switch (ifacing) {
			default: // up
				bb = new AxisAlignedBB(0.0F, 0.66F, 0.0F, 1.0F, 1.0F, 1.0F);
				break;
			case 1: // down
				bb = new AxisAlignedBB(0.0F, 0.0F, 0.0F, 1.0F, 0.33F, 1.0F);
				break;
			case 2: // north
				bb = new AxisAlignedBB(0.0F, 0.0F, 0.66F, 1.0F, 1.0F, 1.0F);
				break;
			case 3: // south
				bb = new AxisAlignedBB(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 0.33F);
				break;
			case 4: // west
				bb = new AxisAlignedBB(0.66F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
				break;
			case 5: // east
				bb = new AxisAlignedBB(0.0F, 0.0F, 0.0F, 0.33F, 1.0F, 1.0F);
				break;

			}

        return bb;
    }

// ###########################################################3
@Override
    public AxisAlignedBB getSelectedBoundingBox(IBlockState state, World worldIn, BlockPos pos)
    {
       	EnumFacing enumfacing = (EnumFacing) state.getValue(FACING);
    		int	ifacing = enumfacing.getIndex();
    		
    		AxisAlignedBB bb = new AxisAlignedBB(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F);

			switch (ifacing) {
			default: // up
				bb = new AxisAlignedBB(0.0F, 0.66F, 0.0F, 1.0F, 1.0F, 1.0F);
				break;
			case 1: // down
				bb = new AxisAlignedBB(0.0F, 0.0F, 0.0F, 1.0F, 0.33F, 1.0F);
				break;
			case 2: // north
				bb = new AxisAlignedBB(0.0F, 0.0F, 0.66F, 1.0F, 1.0F, 1.0F);
				break;
			case 3: // south
				bb = new AxisAlignedBB(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 0.33F);
				break;
			case 4: // west
				bb = new AxisAlignedBB(0.66F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
				break;
			case 5: // east
				bb = new AxisAlignedBB(0.0F, 0.0F, 0.0F, 0.33F, 1.0F, 1.0F);
				break;

			}

        return bb;
    }
// ###########################################################3

 

and not criying about it, and i think is bether this way

Posted

I think you missed the point.

 

getSelectedBoundingBox() seems to be defining the collision bounding box - not the hitbox around the block

 

getCollisionBoundingBox() is defining the hitbox - trace the code into Forge and you can clearly see that this is the case.

 

Try returning null or NULL_AABB from getCollisionBoundingBox()  (which you should be able to do to make a non-solid block, i.e. a plant) and Forge will crash because it is using this value to render, not to check the collision.

 

I'm quite sure these two methods are swapped/misnamed.

 

This also leads into the question why there are 3 methods needing a AxisAlignedBB?!?

1) getBoundingBox()

2) getSelectedBoundingBox()

3) getCollisionBoundingBox()

 

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