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[1.14.4] Custom block bounding box with DrawBlockHighlightEvent


Legenes

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Hi!

As the title says, I want to make a custom bounding box for my block. However, when I try to register my event, it doesn't get called. What did I do wrong?

 

This is in my main class:

@Mod.EventBusSubscriber(bus=Mod.EventBusSubscriber.Bus.MOD)
  public static class RegistryEvents {
  // Other events
  // ...

  @SubscribeEvent
  public void onBlockHighlight(final DrawBlockHighlightEvent event) throws Exception {
    // For testing
    event.setCanceled(true);
    // Currently empty
    ModSelectionBoxes.Draw(event);
  }
}

 

If my method finally gets called, what should I use to draw my bounding box?

Edited by Legenes
Fixed text
procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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30 minutes ago, diesieben07 said:

That's not the event bus for this event.

Okay, I moved it to the bus=Mod.EventBusSubscriber.Bus.FORGE bus, now it gets called. So... how should I draw in it? The only thing I managed to do is to hide the outline of my own block.

Edited by Legenes
Grammar
procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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21 minutes ago, diesieben07 said:

Well, what do you want it to look like? 


I want to make myself a wrench, so when I click my machines side with it, it sets it to closed, normal, out, or in, I'm able to implement that. What I want to do is to create the same outline but white, and then to make simple line symbols on the sides of the block. I may want to make it so every side of the highlight is visible, not just what I should see.

Edited by Legenes
procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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52 minutes ago, diesieben07 said:

Well, what do you want it to look like?

 

So... I have some kind of a rendering going on, but for some reason, my outline only renders if I look at the block from 2 specific sides, and the outline's Y value is always the player's height.

public class ModSelectionBoxes {

    public static boolean Draw(DrawBlockHighlightEvent event) {
        if(event.getTarget().getType() == RayTraceResult.Type.BLOCK) {
            BlockPos blockPos = new BlockPos(event.getTarget().getHitVec());
            BlockState blockState = Minecraft.getInstance().world.getBlockState(blockPos);
            TileEntity tileEntity = Minecraft.getInstance().world.getTileEntity(blockPos);

            if (tileEntity instanceof BatteryTile) {
                ClientPlayerEntity player = Minecraft.getInstance().player;
                GlStateManager.enableBlend();
                GlStateManager.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
                GlStateManager.lineWidth(2.5F);
                GlStateManager.disableTexture();
                GlStateManager.depthMask(false);

                AxisAlignedBB box1 = new AxisAlignedBB(blockPos.getX() + 0.0f, blockPos.getY() + 0.0f, blockPos.getZ() + 0.0f,
                        blockPos.getX() + 1.0f, blockPos.getY() + 1.0f, blockPos.getZ() + 1.0f);

                if (blockState.getMaterial() != Material.AIR && event.getInfo().getRenderViewEntity().getEntityWorld().getWorldBorder().contains(blockPos))
                {
                    float partialTicks = event.getPartialTicks();
                    double d3 = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double)partialTicks;
                    double d4 = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double)partialTicks;
                    double d5 = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double)partialTicks;

                    WorldRenderer.drawSelectionBoundingBox(box1.grow(0.0020000000949949026D).offset(-d3, -d4, -d5), 1.0F, 1.0F, 1.0F, 1.0F);
                }

                GlStateManager.depthMask(true);
                GlStateManager.enableTexture();
                GlStateManager.disableBlend();
                return true;
            }
        }
        return false;
    }

}

 

By the way... this is how I call it:

@SubscribeEvent
public static void onBlockHighlight(final DrawBlockHighlightEvent event) {
	event.setCanceled(ModSelectionBoxes.Draw(event));
}

 

Any idea how to fix it?

procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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I was able to make it appear at the right place, but it's still only visible from 3 sides, and when I sneak its position gets lower than it should be. Any ideas?

procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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So I managed to make my rendering almost perfect. It renders what I want, and how I want it to. It works from all sides now. My wrench is currently the Diamond Hoe for testing, of course, I'll change that. My only problem is that the Y-axis isn't affected by the partial ticks, and it makes my outline fuzz while flying / while the sneak animation goes on. Any ideas what to add so it's stable and not fuzzy?

Code

/* Imports */

public class ModSelectionBoxes {

    public static boolean Draw(DrawBlockHighlightEvent event) {
        if(event.getTarget().getType() == RayTraceResult.Type.BLOCK) {
            ClientPlayerEntity player = Minecraft.getInstance().player;
            World world = Minecraft.getInstance().world;
			// Offsetted raytrace result, so it goes inside the block a bit. Now I get the correct position.
            BlockPos blockPos = new BlockPos(event.getTarget().getHitVec().add(event.getInfo().getLookDirection().scale(0.1d)));
            BlockState blockState = world.getBlockState(blockPos);
            TileEntity tileEntity = world.getTileEntity(blockPos);

            if (player.getHeldItem(Hand.MAIN_HAND).getItem().equals(Items.DIAMOND_HOE) && !event.getInfo().isThirdPerson())
                if (tileEntity instanceof BatteryTile || tileEntity instanceof SolidFuelGeneratorTile) {
                    GlStateManager.enableBlend();
                    GlStateManager.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
                    GlStateManager.disableTexture();
                    GlStateManager.depthMask(false);
                    if (player.isSneaking())
                        GlStateManager.disableDepthTest();

                    AxisAlignedBB box = new AxisAlignedBB(blockPos.getX() + 0.0f, blockPos.getY() + 0.0f, blockPos.getZ() + 0.0f,
                            blockPos.getX() + 1.0f, blockPos.getY() + 1.0f, blockPos.getZ() + 1.0f);

                    AxisAlignedBB up = new AxisAlignedBB(blockPos.getX() + 0.2f, blockPos.getY() + 1.0f, blockPos.getZ() + 0.2f,
                            blockPos.getX() + 0.8f, blockPos.getY() + 1.0f, blockPos.getZ() + 0.8f);
                    AxisAlignedBB down = new AxisAlignedBB(blockPos.getX() + 0.2f, blockPos.getY() + 0.0f, blockPos.getZ() + 0.2f,
                            blockPos.getX() + 0.8f, blockPos.getY() + 0.0f, blockPos.getZ() + 0.8f);
                    AxisAlignedBB west = new AxisAlignedBB(blockPos.getX() + 0.0f, blockPos.getY() + 0.2f, blockPos.getZ() + 0.2f,
                            blockPos.getX() + 0.0f, blockPos.getY() + 0.8f, blockPos.getZ() + 0.8f);
                    AxisAlignedBB east = new AxisAlignedBB(blockPos.getX() + 1.0f, blockPos.getY() + 0.2f, blockPos.getZ() + 0.2f,
                            blockPos.getX() + 1.0f, blockPos.getY() + 0.8f, blockPos.getZ() + 0.8f);
                    AxisAlignedBB north = new AxisAlignedBB(blockPos.getX() + 0.2f, blockPos.getY() + 0.2f, blockPos.getZ() + 0.0f,
                            blockPos.getX() + 0.8f, blockPos.getY() + 0.8f, blockPos.getZ() + 0.0f);
                    AxisAlignedBB south = new AxisAlignedBB(blockPos.getX() + 0.2f, blockPos.getY() + 0.2f, blockPos.getZ() + 1.0f,
                            blockPos.getX() + 0.8f, blockPos.getY() + 0.8f, blockPos.getZ() + 1.0f);

                    double partialTicks = event.getPartialTicks();
					// This isn't properly affected by the partial ticks. I need to fix this.
                    double eyeOffset = player.getEyePosition((float)partialTicks).y - player.posY;

                    double d3 = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks;
                    double d4 = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks + eyeOffset;
                    double d5 = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks;
                    GlStateManager.translated(-d3, -d4, -d5);

                    if (blockState.getMaterial() != Material.AIR && event.getInfo().getRenderViewEntity().getEntityWorld().getWorldBorder().contains(blockPos))
                    {
                        GlStateManager.lineWidth(4.0F);
                        WorldRenderer.drawSelectionBoundingBox(  box.grow(0.0025D), 1.0F, 1.0F, 1.0F, 0.6F);

                        GlStateManager.lineWidth(2.5F);
                        WorldRenderer.drawSelectionBoundingBox(   up.grow(0.0025D), 0.0F, 1.0F, 0.5F, 0.6F);
                        WorldRenderer.drawSelectionBoundingBox( down.grow(0.0025D), 0.0F, 1.0F, 0.5F, 0.6F);
                        WorldRenderer.drawSelectionBoundingBox( west.grow(0.0025D), 0.0F, 1.0F, 0.5F, 0.6F);
                        WorldRenderer.drawSelectionBoundingBox( east.grow(0.0025D), 0.0F, 1.0F, 0.5F, 0.6F);
                        WorldRenderer.drawSelectionBoundingBox(north.grow(0.0025D), 0.0F, 1.0F, 0.5F, 0.6F);
                        WorldRenderer.drawSelectionBoundingBox(south.grow(0.0025D), 0.0F, 1.0F, 0.5F, 0.6F);
                    }

                    GlStateManager.translated(d3, d4, d5);
                    GlStateManager.enableDepthTest();
                    GlStateManager.depthMask(true);
                    GlStateManager.enableTexture();
                    GlStateManager.disableBlend();
                    return true;
                }
        }
        return false;
    }

}

 

 

procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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I still didn't manage to make my block's outline stable, but now I have another problem. I get the tile entity with world.getTileEntity, which should be fine, but when I try to access any of its values, they're all 0. I'm accessing them by using ((MyTileEntityType)TileEntity).ExampleVariable. I tried to access its inventory, its energy handler, and even some basic integer values inside it, they aren't null, but they don't have their real values in them, whilst their nbt has those values correctly. Any ideas? I'm sitting on this thing for like a day now...

Edited by Legenes
Grammar
procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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19 minutes ago, diesieben07 said:

The client does not magically have the server's values for your TE.

For values that do not change frequently, check this post which explains syncing the data (1.12.2 names but the concept is exactly the same):

 

Thank you very much! Now my values are updated when I change them, and they get sent to the client as well. Now the only thing is still in my post above, but I'll think about it a bit more.

procedure WakeMeUp(Integer plusTime);
var
  I: Integer;
begin
  for I := 0 to plusTime do begin
    println('One more minute!');
    Sleep(1000);
  end;
  println('Okay, nothing to worry, I''m alive!');
  println('So... somebody can give me a coffee?');
  println('I know it''s Pascal, and not Java, but I love it :D.');
end;
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} else { return false; } } @Nullable public BlockState getStateForPlacement(@NotNull BlockState blockState, @NotNull BlockGetter blockGetter, @NotNull BlockPos blockPos, @NotNull Direction face, int skillPoints, Direction direction, int age) { //DevilRpg.LOGGER.debug("--- getStateForPlacement"); boolean isNotValidStateForPlacement = !this.isValidStateForPlacement(blockGetter, blockState, blockPos, face); //DevilRpg.LOGGER.debug("------- isNotValidStateForPlacement: {}", isNotValidStateForPlacement); if (isNotValidStateForPlacement) { return null; } else { BlockState blockstate; if (blockState.is(this)) { blockstate = blockState; } else if (this.isWaterloggable() && blockState.getFluidState().isSourceOfType(Fluids.WATER)) { blockstate = this.defaultBlockState().setValue(BlockStateProperties.WATERLOGGED, Boolean.TRUE); } else { blockstate = this.defaultBlockState(); } //DevilRpg.LOGGER.debug("------- getStateForPlacement -> blockStateResult "); return blockstate .setValue(getFaceProperty(face), Boolean.TRUE) .setValue(SKILL_LEVEL, skillPoints).setValue(FACE, face) .setValue(DIRECTION, direction) .setValue(CURRENT_AGE,age) ; } } public Optional<MultifaceSpreader.SpreadPos> spreadToFace(LevelAccessor levelAccessor, MultifaceSpreader.SpreadPos spreadPos, boolean p_221596_, int skillPoints, Direction direction, int age) { BlockState blockstate = levelAccessor.getBlockState(spreadPos.pos()); //DevilRpg.LOGGER.debug("---> spreadToFace blockstate{} direction: {}", blockstate, direction); return this.placeBlock(levelAccessor, spreadPos, blockstate, p_221596_, skillPoints, direction, age) ? Optional.of(spreadPos) : Optional.empty(); } public boolean placeBlock(LevelAccessor p_221702_, MultifaceSpreader.SpreadPos p_221703_, BlockState p_221704_, boolean p_221705_, int skillPoints, Direction direction, int age) { //DevilRpg.LOGGER.debug("---> placeBlock {} direction {} ", p_221703_, direction); BlockState blockstate = this.getStateForPlacement(p_221704_, p_221702_, p_221703_.pos(), p_221703_.face(), skillPoints, direction, age); if (blockstate != null) { if (p_221705_) { p_221702_.getChunk(p_221703_.pos()).markPosForPostprocessing(p_221703_.pos()); } //DevilRpg.LOGGER.debug("------> setBlock"); return p_221702_.setBlock(p_221703_.pos(), blockstate, 2); } else { return false; } } public long spreadFromFaceTowardAllDirections( BlockState blockState, LevelAccessor levelAccessor, BlockPos blockPos, Direction face, boolean aBoolean, int skillPoints, int age) { return Direction.stream().map((p_221656_) -> spreadFromFaceTowardDirection(blockState, levelAccessor, blockPos, face, p_221656_, aBoolean, skillPoints, age)) .filter(Optional::isPresent).count(); } private boolean isWaterloggable() { return this.stateDefinition.getProperties().contains(BlockStateProperties.WATERLOGGED); } @Override public void setPlacedBy(@NotNull Level level, @NotNull BlockPos blockPos, @NotNull BlockState blockState, @Nullable LivingEntity livingEntity, @NotNull ItemStack itemStack) { super.setPlacedBy(level, blockPos, blockState, livingEntity, itemStack); this.setOwner(livingEntity); } public LivingEntity getOwner() { return this.owner; } private void setOwner(LivingEntity livingEntity) { this.owner = livingEntity; } @Deprecated @Override public void entityInside(@NotNull BlockState blockState, @NotNull Level level, @NotNull BlockPos blockPos, @NotNull Entity entity) { if (entity instanceof LivingEntity /*&& entity.getType() != EntityType.BEE*/ && entity.getType() != ModEntities.LICHEN_SEEDBALL.get()) { entity.makeStuckInBlock(blockState, new Vec3(0.8D, 0.75D, 0.8D)); if (!level.isClientSide /*&& (entity.xOld != entity.getX() || entity.zOld != entity.getZ())*/) { // double d0 = Math.abs(entity.getX() - entity.xOld); // double d1 = Math.abs(entity.getZ() - entity.zOld); // if (d0 >= (double) 0.003F || d1 >= (double) 0.003F) { entity.hurt(level.damageSources().playerAttack((Player) owner), 1.0F); // Aplicar aceleración al movimiento double speedBoost = -0.4; // Ajusta este valor según lo rápido que quieras que sea el impulso double motionX = entity.getX() - entity.xOld; double motionZ = entity.getZ() - entity.zOld; double speed = Math.sqrt(motionX * motionX + motionZ * motionZ); //if (speed > 0.0) { entity.setDeltaMovement(entity.getDeltaMovement().multiply( (motionX / speed) * speedBoost, 0.0, (motionZ / speed) * speedBoost )); // } //} } } } @Nullable @Override public BlockEntity newBlockEntity(@NotNull BlockPos pos, @NotNull BlockState state) { return ModEntityBlocks.SOUL_LICHEN_ENTITY_BLOCK.get().create(pos, state); } @Nullable @Override public <T extends BlockEntity> BlockEntityTicker<T> getTicker(Level level, @NotNull BlockState blockState, @NotNull BlockEntityType<T> type) { return level.isClientSide ? null : (alevel, pos, aBlockstate, blockEntity) -> { if (blockEntity instanceof SoulLichenBlockEntity soulLichenBlockEntity && alevel.getGameTime() % 5 == 0) { soulLichenBlockEntity.tick(blockState, (ServerLevel) alevel, pos, alevel.getRandom()); //DevilRpg.LOGGER.info("-------->tick. this: {}", this.getClass().getSimpleName()); } }; } }   This is the registration:   public final class ModBlocks { public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, DevilRpg.MODID); ... public static final RegistryObject<SoulLichenBlock> SOUL_LICHEN_BLOCK = BLOCKS.register("soullichen", () -> new SoulLichenBlock( Block.Properties.copy(Blocks.GLOW_LICHEN).lightLevel(SoulLichenBlock.emission(7)).randomTicks() )); }  
    • If you are using AMD/ATI, check for driver updates on their website - do not update via system
    • Hi, Create a new class that extends "Block" class and you need json for it in resources/assets/modid/blockstates directory and resources/assets/modid/models. You can generate json for it using a tool like misodes model generator. Here, atleast, are blocks explained at forge docs.  Don't forge to look at vanilla code, like Magma Block is a good reference if you're trying a "green fire block".  Modid should be replaced with your actual forge mod namespace!
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