Jump to content

Recommended Posts

Posted

I have a turret that ray casts from its center to its target. I could use some math to push the ray's origin down the barrel's forward vector to prevent it from hitting its own bounding box. However, I do wonder if there is a more elegant solution that allows a cast to simply ignore a bounding box. That would decouple the ray start position from the bounding box.

 

How would you deal or how have you dealt with this?

Posted

When ray tracing in MC we are talking about MovingObjectPosition. MOP can be Block or Entity. The beam (ray) will go until reaches max distance or collides with something - you can simply check if collided box is equal to source (box of "shooter") and if so - pass it.

 

This is (is it?) exacly what arrows do when you shoot them - they check air time and/or if equal to shooter.

1.7.10 is no longer supported by forge, you are on your own.

Posted

Hmm, looked through the source and it seems MOPs have been removed. Arrows use World.rayTraceBlocks, and dispensers simply use an offset based on facing, which doesn't apply to smoothly rotating turrets.

 

My turret, which fires entity-piercing lasers, also uses rayTraceBlocks. Then, it damages entities whose bounding boxes the ray intersects.

Posted
MovingObjectPosition

was renamed to

RayTraceResult

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

Ah, that clears up the MOP mystery.

 

Anyway, although the arrow method of checking for a target reference is perfect for use with a moving projectile that just needs to know when to stop, I imagine a laser or other hitscan turret probably can't make much use of that without adding some travel time.

Posted

Yeah, I mentioned that I could do something similar in the OP. It does mostly work. Although, because the turret rotates beyond a single cardinal direction, rather than using facing, I would have to create a separate forward vector between the barrel's origin and the target, using the distance from the center to a corner of the cube to basically create a sphere that encompasses the cube. The surface of that sphere would be the safe ray starting point in any direction.

 

There are a couple of edge cases with this method. The target could have been pushed slightly inside the block. Or, it could be just close enough that it exists between the cube and the safe start sphere. I imagine silverfish and baby mobs could easy manage that. And, if the turret is thinner in one direction than another, the resulting difference between the safe sphere and bounding box could be enough to let in much larger creatures. Sure, it's a relatively minor edge case, but it's also one that wouldn't exist if I could simply shoot from the turret's center instead of from outside of its bounding box.

 

And then there's management concerns. If the turret has more than one bounding box, I'd have to calculate another, virtual box that surrounds them all to get the smallest possible box that lets in the fewest mobs between it and the safe sphere formed from the radius obtained from its center and one of its corners.

 

So, I'm just wondering if there's a more elegant solution that doesn't involve coupling the ray start position and the block's bounding box. If I could trace a ray from the center while ignoring the source block, that would really be the simplest and most ideal solution.

Posted

If you are standing inside the barrel's reach, it can't hit you, so it makes sense to start the ray trace from the end of the barrel rather than the middle of the block, but yes, it becomes trickier if you have 360-degree rotation (and possibly pitch as well) instead of just 4 (or 6) facings.

 

The simplest method may be the one you have already suggested - traversing a vector along the target trajectory until you both a. exit the end of the barrel and b. collide with something. Either that or write your own ray-trace function that ignores the originating block, as I don't believe the vanilla method has any parameter to do so.

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

    • I need to know what mod is doing this crash, i mean the mod xenon is doing the crash but i want to know who mod is incompatible with xenon, but please i need to know a solution if i need to replace xenon, i cant use optifine anymore and all the other mods i tried(sodium, lithium, vulkan, etc) doesn't work, it crash the game.
    • I have been trying to solve a consistent crashing issue on my brother's computer where it will crash during the "Scanning Mod Candidates" phase of the loading process that starts when you click the play button on the Minecraft launcher. The issue seems to stem from a missing library that it mentions in the log file I provide below. I might I'm missing the bigger issue here for a smaller one but hopefully someone can find what I'm missing. Here's all of the stuff that I've been able to figure out so far: 1. It has nothing to do with mods, the crash happened with a real modpack, and even when I made a custom modpack and launched it without putting ANY mods into it (That is where the log file comes from by the way). 2. I have tried to find this class like a file in the Minecraft folders, but I've had no luck finding it (I don't think it works like that, but since I really don't understand how it works, I just figured I'd try). 3. I haven't seen anyone else have this issue before. 4. I know that my modpack (with mods) does work since I've run it on my computer, and it works fantastic. For some reason my brother's computer can't seem to run anything through curseforge. 5. This is for Minecraft version 1.20.1, Minecraft launcher version 3.4.50-2.1.3, forge 47.3.0, and curseforge app version 1.256.0.21056 6. My brother is using a Dell laptop from 6 years ago running Windows 10 (If you think more info on this would help, please ask as I do have it. I'm just choosing not to put it here for now). 7. I have reinstalled the curseforge app and installed Minecraft version 1.20.1. I have not reinstalled Minecraft or forge 47.3.0 but I didn't know if that would help. 8. I had an error code of 1 Please let me know if there is anything else that I am missing that you would like me to add to this post/add in a comment! Lastly, many thanks in advance to whoever can help! ------------- LOG FILE (latest.log) ------------- (from /Users/<NAME OF USER>/cursforge/minecraft/Instances/<THE NAME OF MY EMPTY MODPACK>/logs/latest.log) (This was made after running an empty modpack with same versions for all apps) ("[REDACTED]" is not the actual text from the log, it is me replacing text I figured wouldn't be necessary for fixing and would hurt my privacy) https://pastebin.com/hxXvGGEK ------------- DEBUG.LOG (I realized that I should have put this here first after I had done all of the work on putting latest.log in) -------------------- (again, "[REDACTED]" is not the actual text from the log, it is me replacing text I figured wouldn't be necessary for fixing and would hurt my privacy) https://pastebin.com/Fmh8GHYs
    • Pastebin... https://pastebin.com/Y3iZ85L5   Brand new profile, does not point to a mod as far as I can tell, my fatal message just has something about mixins. Don't know much about reading logs like this, but am genuinely stuck, please help. Java updated, pc restarted.
    • I was playing minecraft, forge 47.3.0 and 1.20.1, but when i tried to play minecraft now only crashes, i need help please. here is the crash report: https://securelogger.net/files/e6640a4f-9ed0-4acc-8d06-2e500c77aaaf.txt
  • Topics

×
×
  • Create New...

Important Information

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