Posted February 13, 20178 yr I'm attempting a custom bounding/collision box which obviously has to be different based on which direction the block is facing. Unfortunately the enumFacing in the block is dealt with through the tileEntity and 'getActualState' method. Which I think is the reason it always outputs 'north'. Any ideas how to fix/go around this besides moving facing to the block. https://github.com/BeardlessBrady/Currency-Mod/blob/30d7853c28bb545448b09ac3a9b723c2064c11e4/src/main/java/gunn/modcurrency/common/blocks/BlockVendor.java
February 13, 20178 yr You can simply call getActualState yourself - the getBoundingBox method comes with all the parameters you need.
February 13, 20178 yr Author Right, I thought so too. If I call EnumFacing facing = state.getActualState(source, pos).getValue(StateHandler.FACING); in the 'getBoundingBox' method, I get a crash on block place http://pastebin.com/6hfHwut2
February 13, 20178 yr Quote java.lang.NullPointerException: Unexpected error at gunn.modcurrency.common.blocks.BlockVendor.getActualState(BlockVendor.java:281) Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
February 13, 20178 yr Author Yes, theres a nullPointer when it looks for a tile entity. I assumed this was because it gets the collision and bounding box before it places the tile entity, am I wrong?
February 13, 20178 yr Debug it and find out. If that's the case, you're going to need to find a default value to supply. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
February 14, 20178 yr Author Is there a way to set or reset the bounding/collision boxes after the block has been placed?
February 14, 20178 yr Author Basically When I rotate it there seems be about a 1 radius between the actual block and the rotation point. When I move the rotation point it just moves the block and the rotation point. I want to move the rotation point on that specific part of the block. Translating also isnt working
February 14, 20178 yr Author Yes! I fixed it, I just did try { int face = ((ModTile) source.getTileEntity(pos)).getField(7); switch (face) { default: case 0: return BOUND_BOX_N; case 1: return BOUND_BOX_E; case 2: return BOUND_BOX_S; case 3: return BOUND_BOX_W; } } catch (NullPointerException n) { return super.getBoundingBox(state, source, pos); } That way when it first calls a null exception it will ignore it, then once the tile exists it will fix
February 14, 20178 yr How about you check for null instead? Try...catch is actually pretty CPU intensive. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
February 14, 20178 yr Author Ya, I think it may be the only way. Even casting the int as an Integer still crashes from nullPointException. Is there a way to check if the tileEntity has be placed yet?
February 14, 20178 yr 1 hour ago, BeardlessBrady said: Yes! I fixed it, I just did try { int face = ((ModTile) source.getTileEntity(pos)).getField(7); switch (face) { default: case 0: return BOUND_BOX_N; case 1: return BOUND_BOX_E; case 2: return BOUND_BOX_S; case 3: return BOUND_BOX_W; } } catch (NullPointerException n) { return super.getBoundingBox(state, source, pos); } That way when it first calls a null exception it will ignore it, then once the tile exists it will fix TileEntity#getField can't return null. World#getTileEntity is returning null. This is why World#getTileEntity is annotated with @Nullable, you need to account for it returning null. Your IDE should warn you about calling a method on a @Nullable value without checking for null. Edited February 14, 20178 yr by Choonster 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.
February 14, 20178 yr 10 hours ago, BeardlessBrady said: I tried but apparently you cant check an int == null What Choonster said. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
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