Cilka Posted August 5, 2018 Share Posted August 5, 2018 Hi everyone, right now I'm in middle of converting my 1.7.10 code to 1.12.2. One of the blocks I had in before was a glass pane that changed its texture based on the position of where the pane was in relative to other blocks around it. Before i only used a 2D plane, but I was able to determine what axis the block was placed on using a combo of "canPaneConnectToBlock" and "world.isSideSolid". Now that those methods are gone, I'm trying a to use a 3D plane where North(-Z) , East(-X) and South(+Z), West(+X) are interchangeable. Up and down will be the Y axis. For now, all of my panes, no matter what position i put them in, are calculated as a bottom pane. Can anyone point me in the direction of what I should do for this? Spoiler package com.hexopygate.Telgttatium.blockarchtype; import java.util.HashMap; import javax.swing.text.html.HTMLDocument.HTMLReader.FormAction; import com.hexopygate.Telgttatium.Telgttatium; import com.hexopygate.Telgttatium.utils.IHasModel; import net.minecraft.block.Block; import net.minecraft.block.BlockAir; import net.minecraft.block.BlockFlower; import net.minecraft.block.BlockPane; import net.minecraft.block.material.Material; import net.minecraft.block.properties.IProperty; import net.minecraft.block.properties.PropertyEnum; import net.minecraft.block.state.BlockStateContainer; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.EntityLivingBase; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.util.EnumFacing; import net.minecraft.util.IStringSerializable; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class TelGlassFrame extends BlockPane implements IHasModel{ protected static enum Position implements IStringSerializable { Center("center",0), Top("top",1), Bottom("bottom",2), Left("left",3), Right("right",4), TopRight("topright",5), TopLeft("topleft",6), BottomRight("bottomright",7), BottomLeft("bottomleft",8), CenterFull("centerfull",9), CenterWalledHorizontal("centerwalledhorizontal",10), CenterWalledVertical("centerwalledvertical",11), BottomWalled("bottomwalled",12), TopWalled("topwalled",13), RightWalled("rightwalled",14), LeftWalled("leftwalled",15); private int ID; private String name; @Override public String getName() { // TODO Auto-generated method stub return name; } public int getID() { return ID; } private Position(String Name, int ID) { this.name = Name; this.ID = ID; } } String FaceTex; static String RimText = "Glass_Trim"; String name = this.getClass().getSimpleName(); private Position position; static final PropertyEnum<Position> panePosition = PropertyEnum.create("paneposition",Position.class); public TelGlassFrame(Material materialIn, boolean canDrop) { super(materialIn, canDrop); String name = this.getClass().getSimpleName(); this.setUnlocalizedName(name); this.setRegistryName(name); this.setDefaultState(this.blockState.getBaseState().withProperty(panePosition, Position.Center)); Telgttatium.itemRef.put(name,new ItemBlock(this).setRegistryName(this.getRegistryName())); } @Override public void registerModels() { // TODO Auto-generated method stub Telgttatium.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory"); } public TelGlassFrame(boolean canDrop) { this(Material.GLASS,canDrop); } @Override public int getMetaFromState(IBlockState state) { Position type = (Position) state.getValue(panePosition); return type.ordinal(); } @Override public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(panePosition, Position.values()[meta]); } @Override protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {panePosition,NORTH, EAST, WEST,SOUTH}); } @Override public void onBlockPlacedBy(World world, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) { System.out.println("Initial Position: " + this.position); SetPosition(world,pos); //System.out.println("postiion for " + FaceTex + " is " +this.position + " at " + String.format("(%s,%s ,%s)", x,y,z)); String texName = "tel:"+FaceTex; state.withProperty(panePosition, position); switch(position) { case Top: texName +="_Top_Frame"; break; case Bottom: texName +="_Down_Frame"; break; case BottomLeft: texName +="_Down_Left_Frame"; break; case BottomRight: texName +="_Down_Right_Frame"; break; case BottomWalled: texName +="_Down_Single_Frame"; break; case Center: texName +="_Middle_Frame"; break; case CenterFull: texName +="_Full_Frame"; break; case CenterWalledHorizontal: texName +="_Horizontal_Middle_Single_Frame"; break; case CenterWalledVertical: texName += "_Vertical_Middle_Single_Frame"; break; case Left: texName +="_Left_Frame"; break; case Right: texName +="_Right_Frame"; break; case TopLeft: texName +="_Top_Left_Frame"; break; case TopRight: texName +="_Top_Right_Frame"; break; case TopWalled: texName +="_Top_Single_Frame"; break; case RightWalled: texName += "_Right_Single_Frame"; break; case LeftWalled: texName += "_Left_Single_Frame"; break; default: break; } System.out.println("Texture name is " + texName); //this.blockIcon = icons.get(texName); //world.setBlock(x, y, z, GameData.getBlockRegistry().getObject(texName)); } private HashMap<String, Block> buildNeighbors(World world,BlockPos pos) { HashMap<String,Block> neighbors = new HashMap<String,Block>(); //TODO don't look for angle direction just check for what is neighboring this block pos neighbors.put("up", world.getBlockState(new BlockPos(pos.getX(),pos.getY()+1,pos.getZ())).getBlock()); neighbors.put("down", world.getBlockState(new BlockPos(pos.getX(),pos.getY()-1,pos.getZ())).getBlock()); neighbors.put("north", world.getBlockState(new BlockPos(pos.getX(),pos.getY(),pos.getZ()-1)).getBlock()); neighbors.put("south", world.getBlockState(new BlockPos(pos.getX(),pos.getY(),pos.getZ()+1)).getBlock()); neighbors.put("east", world.getBlockState(new BlockPos(pos.getX()+1,pos.getY(),pos.getZ())).getBlock()); neighbors.put("west", world.getBlockState(new BlockPos(pos.getX()-1,pos.getY(),pos.getZ())).getBlock()); return neighbors; } private boolean isTelGlassFrame(Block block) { return block instanceof TelGlassFrame; } private boolean isAirBlock(Block block) { return block instanceof BlockAir; } //1.12.2 private void SetPosition(World world,BlockPos pos) { HashMap<String,Block> neighbors = buildNeighbors(world,pos); if( !(isTelGlassFrame(neighbors.get("north")) || isTelGlassFrame(neighbors.get("east")) ) && !(isAirBlock(neighbors.get("north")) || isAirBlock(neighbors.get("east"))) && !(isTelGlassFrame(neighbors.get("south")) || isTelGlassFrame(neighbors.get("west")) ) && !(isAirBlock(neighbors.get("south")) || isAirBlock(neighbors.get("west")))&& !(isTelGlassFrame(neighbors.get("up")) && isTelGlassFrame(neighbors.get("down")) ) && !(isAirBlock(neighbors.get("up")) && isAirBlock(neighbors.get("east"))) ) { position = Position.CenterFull; return; } else if(!(isTelGlassFrame(neighbors.get("north") )|| isTelGlassFrame(neighbors.get("east"))) && !(isAirBlock(neighbors.get("north") )|| isAirBlock(neighbors.get("east"))) && !(isTelGlassFrame(neighbors.get("south") )|| isTelGlassFrame(neighbors.get("west"))) && !(isAirBlock(neighbors.get("south") )|| isAirBlock(neighbors.get("west"))) && !isTelGlassFrame(neighbors.get("down")) && !isAirBlock(neighbors.get("down")) ) { position = Position.BottomWalled; return; } else if(!(isTelGlassFrame(neighbors.get("north") )|| isTelGlassFrame(neighbors.get("east"))) && !(isAirBlock(neighbors.get("north") )|| isAirBlock(neighbors.get("east"))) && !(isTelGlassFrame(neighbors.get("south") )|| isTelGlassFrame(neighbors.get("west"))) && !(isAirBlock(neighbors.get("south") )|| isAirBlock(neighbors.get("west"))) && !(isTelGlassFrame(neighbors.get("up")) && isAirBlock(neighbors.get("up"))) ) { position = Position.TopWalled; return; } else if( !(isTelGlassFrame(neighbors.get("up")) && isAirBlock(neighbors.get("up"))) && !(isTelGlassFrame(neighbors.get("down")) && isAirBlock(neighbors.get("down"))) && !(isTelGlassFrame(neighbors.get("south"))|| isTelGlassFrame(neighbors.get("west"))) && !(isAirBlock(neighbors.get("south"))|| isAirBlock(neighbors.get("west"))) ) { position = Position.LeftWalled; return; } else if( !(isTelGlassFrame(neighbors.get("up")) && isAirBlock(neighbors.get("up"))) && !(isTelGlassFrame(neighbors.get("down")) && isAirBlock(neighbors.get("down"))) && !(isTelGlassFrame(neighbors.get("north"))|| isTelGlassFrame(neighbors.get("east"))) && !(isAirBlock(neighbors.get("north"))|| isAirBlock(neighbors.get("east"))) ) { position = Position.RightWalled; return; } else if((isTelGlassFrame(neighbors.get("up")) && isAirBlock(neighbors.get("up"))) && !(isTelGlassFrame(neighbors.get("down")) && isAirBlock(neighbors.get("down")))) { position = Position.CenterWalledHorizontal; return; } else if(!(isTelGlassFrame(neighbors.get("north") )|| isTelGlassFrame(neighbors.get("east"))) && !(isAirBlock(neighbors.get("north") )|| isAirBlock(neighbors.get("east"))) && !(isTelGlassFrame(neighbors.get("south") )|| isTelGlassFrame(neighbors.get("west"))) && !(isAirBlock(neighbors.get("south") )|| isAirBlock(neighbors.get("west")))) { position = Position.CenterWalledVertical; return; } else if(!(isTelGlassFrame(neighbors.get("south") )|| isTelGlassFrame(neighbors.get("west"))) && !(isAirBlock(neighbors.get("south")) ||isAirBlock(neighbors.get("west"))) && !(isTelGlassFrame(neighbors.get("down")) && isAirBlock(neighbors.get("down")))) { position = Position.BottomLeft; return; } else if(!(isTelGlassFrame(neighbors.get("down")) && isAirBlock(neighbors.get("down"))) &&!(isTelGlassFrame(neighbors.get("north") )|| isTelGlassFrame(neighbors.get("east"))) && !(isAirBlock(neighbors.get("north")) ||isAirBlock(neighbors.get("east"))) ) { position = Position.BottomRight; return; } else if(!(isTelGlassFrame(neighbors.get("up")) && isAirBlock(neighbors.get("up"))) &&!(isTelGlassFrame(neighbors.get("north") )|| isTelGlassFrame(neighbors.get("east"))) && !(isAirBlock(neighbors.get("north")) ||isAirBlock(neighbors.get("east")))) { position = Position.TopRight; return; } else if(!(isTelGlassFrame(neighbors.get("south") )|| isTelGlassFrame(neighbors.get("west"))) && !(isAirBlock(neighbors.get("south")) ||isAirBlock(neighbors.get("west"))) && !(isTelGlassFrame(neighbors.get("up")) && isAirBlock(neighbors.get("up")))) { position = Position.TopLeft; return; } else if(!(isTelGlassFrame(neighbors.get("down")) && isAirBlock(neighbors.get("down")))) { position = Position.Bottom; return; } else if(!(isTelGlassFrame(neighbors.get("up")) && isAirBlock(neighbors.get("up")))) { position = Position.Top; return; } else if(!(isTelGlassFrame(neighbors.get("north") )|| isTelGlassFrame(neighbors.get("east"))) && !(isAirBlock(neighbors.get("north")) ||isAirBlock(neighbors.get("east")))) { position = Position.Right; return; } else if(!(isTelGlassFrame(neighbors.get("south") )|| isTelGlassFrame(neighbors.get("west"))) && !(isAirBlock(neighbors.get("south")) ||isAirBlock(neighbors.get("west")))) { position = Position.Left; return; } } //1.7.10 @Deprecated private void SetPosition(HashMap<String, Block> neighbors, int x, int y) { if( !(neighbors.get("north") instanceof TelGlassPane) && !(neighbors.get("north") instanceof BlockAir)&& !(neighbors.get("south") instanceof TelGlassPane) &&!(neighbors.get("south") instanceof BlockAir)&& !(neighbors.get("east") instanceof TelGlassPane) &&!(neighbors.get("east") instanceof BlockAir)&& !(neighbors.get("west") instanceof TelGlassPane) && !(neighbors.get("west") instanceof BlockAir)) { position = Position.CenterFull; return; } else if(!(neighbors.get("south") instanceof TelGlassPane) &&!(neighbors.get("south") instanceof BlockAir)&& !(neighbors.get("east") instanceof TelGlassPane) &&!(neighbors.get("east") instanceof BlockAir)&& !(neighbors.get("west") instanceof TelGlassPane) && !(neighbors.get("west") instanceof BlockAir)) { position = Position.BottomWalled; return; } else if(!(neighbors.get("north") instanceof TelGlassPane) &&!(neighbors.get("north") instanceof BlockAir)&& !(neighbors.get("east") instanceof TelGlassPane) &&!(neighbors.get("east") instanceof BlockAir)&& !(neighbors.get("west") instanceof TelGlassPane) && !(neighbors.get("west") instanceof BlockAir)) { position =Position.TopWalled; return; } else if(!(neighbors.get("south") instanceof TelGlassPane) &&!(neighbors.get("south") instanceof BlockAir)&& !(neighbors.get("north") instanceof TelGlassPane) &&!(neighbors.get("north") instanceof BlockAir)&& !(neighbors.get("west") instanceof TelGlassPane) && !(neighbors.get("west") instanceof BlockAir)) { position = Position.LeftWalled; return; } else if(!(neighbors.get("south") instanceof TelGlassPane) &&!(neighbors.get("south") instanceof BlockAir)&& !(neighbors.get("north") instanceof TelGlassPane) &&!(neighbors.get("north") instanceof BlockAir)&& !(neighbors.get("east") instanceof TelGlassPane) && !(neighbors.get("east") instanceof BlockAir)) { position = Position.RightWalled; return; } else if(!(neighbors.get("south") instanceof TelGlassPane) &&!(neighbors.get("south") instanceof BlockAir)&& !(neighbors.get("north") instanceof TelGlassPane) &&!(neighbors.get("north") instanceof BlockAir)) { position = Position.CenterWalledHorizontal; return; } else if(!(neighbors.get("east") instanceof TelGlassPane) &&!(neighbors.get("east") instanceof BlockAir)&& !(neighbors.get("west") instanceof TelGlassPane) &&!(neighbors.get("west") instanceof BlockAir)) { position = Position.CenterWalledVertical; return; } else if(!(neighbors.get("south") instanceof TelGlassPane) &&!(neighbors.get("south") instanceof BlockAir)&& !(neighbors.get("west") instanceof TelGlassPane) &&!(neighbors.get("west") instanceof BlockAir)) { position = Position.BottomLeft; return; } else if(!(neighbors.get("south") instanceof TelGlassPane) &&!(neighbors.get("south") instanceof BlockAir)&& !(neighbors.get("east") instanceof TelGlassPane) &&!(neighbors.get("east") instanceof BlockAir)) { position = Position.BottomRight; return; } else if(!(neighbors.get("north") instanceof TelGlassPane) &&!(neighbors.get("north") instanceof BlockAir)&& !(neighbors.get("east") instanceof TelGlassPane) &&!(neighbors.get("east") instanceof BlockAir)) { position = Position.TopRight; return; } else if(!(neighbors.get("north") instanceof TelGlassPane) &&!(neighbors.get("north") instanceof BlockAir)&& !(neighbors.get("west") instanceof TelGlassPane) &&!(neighbors.get("west") instanceof BlockAir)) { position = Position.TopLeft; return; } else if(!(neighbors.get("south") instanceof TelGlassPane) &&!(neighbors.get("south") instanceof BlockAir)) { position = Position.Bottom; return; } else if(!(neighbors.get("north") instanceof TelGlassPane) &&!(neighbors.get("north") instanceof BlockAir)) { position = Position.Top; return; } else if(!(neighbors.get("east") instanceof TelGlassPane) &&!(neighbors.get("east") instanceof BlockAir)) { position = Position.Right; return; } else if(!(neighbors.get("west") instanceof TelGlassPane) &&!(neighbors.get("wast") instanceof BlockAir)) { position = Position.Left; return; } position = Position.Center; } /* public boolean paneIsOnAxis(World world, BlockPos pos, EnumFacing dir) { return canPaneConnectToBlock(world.getBlockState(pos).getBlock()) || world.isSideSolid(x, y, z, dir.getOpposite(), false); } */ } Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted August 6, 2018 Share Posted August 6, 2018 Have a look at MBE05 in Minecraft by example, I think it’s exactly what you want Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme) Link to comment Share on other sites More sharing options...
Cilka Posted August 6, 2018 Author Share Posted August 6, 2018 52 minutes ago, Cadiboo said: Have a look at MBE05 in Minecraft by example, I think it’s exactly what you want I'll take a look at that. Thanks! Quote Link to comment Share on other sites More sharing options...
Cilka Posted August 10, 2018 Author Share Posted August 10, 2018 On 8/5/2018 at 9:30 PM, Cadiboo said: Have a look at MBE05 in Minecraft by example, I think it’s exactly what you want I looked at the example, and there isn't really much i can go off of given what I was trying to do. In the Block3DWeb it only seems to care about what next to the block first. Say if there were two blocks on the bottom and the left side, if the block saw the left block first, It would only care about the left block, not noticing the bottom block. What I need to determine is how block is facing in the world so i know which neighbors to use. It's a good example, but a bit over complicated for what I'm trying to do now ^^". Quote Link to comment Share on other sites More sharing options...
Cilka Posted October 17, 2019 Author Share Posted October 17, 2019 Post from the dead here. I finally got around to implementing the glass pane frames for my mod. Code wise I think I got the blockstate thing down. There are 16 states that these glass pane frames can be in along with the 4 states that I'm inheriting (North, South, East, West). I took a look at how the blockstate json handles its 4 states. Example here for Cyan Stained Glass Pane: Spoiler { "multipart": [ { "apply": { "model": "cyan_stained_glass_pane_post" }}, { "when": { "north": true }, "apply": { "model": "cyan_stained_glass_pane_side" } }, { "when": { "east": true }, "apply": { "model": "cyan_stained_glass_pane_side", "y": 90 } }, { "when": { "south": true }, "apply": { "model": "cyan_stained_glass_pane_side_alt" } }, { "when": { "west": true }, "apply": { "model": "cyan_stained_glass_pane_side_alt", "y": 90 } }, { "when": { "north": false }, "apply": { "model": "cyan_stained_glass_pane_noside" } }, { "when": { "east": false }, "apply": { "model": "cyan_stained_glass_pane_noside_alt" } }, { "when": { "south": false }, "apply": { "model": "cyan_stained_glass_pane_noside_alt", "y": 90 } }, { "when": { "west": false }, "apply": { "model": "cyan_stained_glass_pane_noside", "y": 270 } } ] } Now the 16 blockstates I've created are to go with the original 4 from BlockPane. If I do what I am thinking of doing, I will have to have 128 models just for 1 glass pane frame. Here is the question, is there a less painful way to create the blockstate and models? Quote Link to comment Share on other sites More sharing options...
Animefan8888 Posted October 17, 2019 Share Posted October 17, 2019 49 minutes ago, Cilka said: If I do what I am thinking of doing, I will have to have 128 models just for 1 glass pane frame. I believe that is wrong...cant you just have two models per color/whatever(16). And then an extra one that's empty. Then an extra one that is empty to apply when it is false. Which comes to 16x2+1=33 which is a lot, but you can just parent the glass pane model and change the texture. Quote VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator. Link to comment Share on other sites More sharing options...
Cilka Posted October 18, 2019 Author Share Posted October 18, 2019 Quote I believe that is wrong...cant you just have two models per color/whatever(16). And then an extra one that's empty. Then an extra one that is empty to apply when it is false. Which comes to 16x2+1=33 which is a lot, but you can just parent the glass pane model and change the texture. I see what you are saying. My concern would be if leave the false sides without a model, the model would not look as intended. I'll try what you are suggesting. It will be a good starting point at least. Quote Link to comment Share on other sites More sharing options...
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