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this is working for me, but I would like to add more than one AxisAlignedBB in the list how do I do this?

 

@Override
    public AxisAlignedBB getBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) {
        return under;
    }
    
    public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, @Nullable Entity entityIn) {
        super.addCollisionBoxToList(pos, entityBox, collidingBoxes, under);
    }

 

 

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Posted
  On 10/4/2018 at 6:26 PM, Ragnar said:

super.addCollisionBoxToList(pos, entityBox, collidingBoxes, under);

Expand  

You can call this again with another box.

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Posted (edited)

@Override
    public AxisAlignedBB getBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) {
        return under;
    }
    
    public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, @Nullable Entity entityIn) {
        super.addCollisionBoxToList(pos, entityBox, collidingBoxes, under);

        super.addCollisionBoxToList(pos, entityBox, collidingBoxes, middle);

        super.addCollisionBoxToList(pos, entityBox, collidingBoxes, top);
    }

 

like this?
 
Edited by Ragnar
Posted

did not work

this is full code

 

    public static final AxisAlignedBB under = new AxisAlignedBB(0.0625D, 0, 0.0625D, 0.9375D, 0.125D, 0.9375D);
    public static final AxisAlignedBB middle = new AxisAlignedBB(0.1875D, 0.125D, 0.1875D, 0.8125D, 0.75D, 0.8125D);
    public static final AxisAlignedBB top = new AxisAlignedBB(0.1875D, 0.125D, 0.1875D, 0.8125D, 0.75D, 0.8125D);

    
    public Pedestal(String name, Material material, CreativeTabs creativetab) {
        super(name, material, creativetab);
        setSoundType(SoundType.STONE);
        setHardness(3.0F);
        setHarvestLevel("pickaxe", 1);
        setResistance(35.0F);
    }    
    
    public BlockRenderLayer getBlockLayer() {
        return BlockRenderLayer.CUTOUT;
    }

    public boolean isFullCube(IBlockState state) {
        return false;
    }
    
    public boolean isOpaqueCube(IBlockState state) {
        return false;
    }
    @Override
    public AxisAlignedBB getBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) {
        return under;
    }
    
    public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, @Nullable Entity entityIn) {
        super.addCollisionBoxToList(pos, entityBox, collidingBoxes, under);
        super.addCollisionBoxToList(pos, entityBox, collidingBoxes, middle);
        super.addCollisionBoxToList(pos, entityBox, collidingBoxes, top);

    }

Posted (edited)

the hitbox is just like the under, the middle and top not

would I have to make a list to return in getBoundingBox? but he does not accept list

Edited by Ragnar
Posted
  On 10/5/2018 at 1:18 AM, Ragnar said:

the hitbox is just like the under, the middle and top not

would I have to make a list to return in getBoundingBox? but he does not accept list

Expand  

You can only return a single bounding box in every method except addCollisionBoundigBoxesToList

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Posted
  On 10/5/2018 at 1:23 AM, Ragnar said:

How do I do this?

Expand  

 

  On 10/5/2018 at 1:20 AM, Cadiboo said:

return a single bounding box in every method except addCollisionBoundigBoxesToList

Expand  

 

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When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

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Posted

asdsad.png.56cafe19b5fb51a06ff9c1475779b2f3.png

this is the format of my block and I want the hit box of its format, it is not possible to use only one AxisAlignedBB to do exactly that format ...

Posted (edited)
  On 10/5/2018 at 1:32 AM, Ragnar said:

it is not possible to use only one AxisAlignedBB to do exactly that format

Expand  

Correct.

Edited by Cadiboo

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Posted

To get around this you can draw your own selected bounding box, but I wouldn’t recommend this because

- it’s decently technical and requires knowing how to render boxes (or other shapes if that’s what your going for)

- if someone wants to make a texture pack that overrides your model, they may not want the bounding box that you made it have

Look at vanilla’s example with the anvil, they made it have a smaller bounding box, but didn’t go overboard

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