Jump to content

Recommended Posts

Posted

Hi,

I would like to get a general idea what an entity could see, kinda create a field of vision. To do this i was planning to use ray casting, however I can't seem to find a good way to ray cast with mine craft, other than selecting blocks. If I were to check for only blocks, some of my calculations, I'm sure would be messed up. Thanks in advance.

Posted

 

MC has _built_in_ methods for doing ray-casting/raytracing.  (although it is kind of sloppy, you have to trace once for blocks, and again for entities).

 

For blocks, the method is located in world.  Entitiy collision detection is a bit more complex.

 

Perhaps a code example would work best

--taken from a utility class (hence the static method)

 

simply call it with with the position of the head of the entity, and the target end-vector.  The end-vector can be calculated with some 'simple' trig (take the yaw/pitch of the head, determine what distance you want to check out to, and apply some translation to get an endpoint/target point).

 

 

public static MovingObjectPosition tracePath(World world, float x, float y, float z, float tx, float ty, float tz, float borderSize, HashSet<Entity> excluded)
  {
  Vec3 startVec = Vec3.fakePool.getVecFromPool(x, y, z);
  Vec3 lookVec = Vec3.fakePool.getVecFromPool(tx-x, ty-y, tz-z);
  Vec3 endVec = Vec3.fakePool.getVecFromPool(tx, ty, tz);
  float minX = x < tx ? x : tx;
  float minY = y < ty ? y : ty;
  float minZ = z < tz ? z : tz;
  float maxX = x > tx ? x : tx;
  float maxY = y > ty ? y : ty; 
  float maxZ = z > tz ? z : tz;
  AxisAlignedBB bb = AxisAlignedBB.getAABBPool().getAABB(minX, minY, minZ, maxX, maxY, maxZ).expand(borderSize, borderSize, borderSize);
  List<Entity> allEntities = world.getEntitiesWithinAABBExcludingEntity(null, bb);  
  MovingObjectPosition blockHit = world.rayTraceBlocks(startVec, endVec);
  startVec = Vec3.fakePool.getVecFromPool(x, y, z);
  endVec = Vec3.fakePool.getVecFromPool(tx, ty, tz);
  float maxDistance = (float) endVec.distanceTo(startVec);
  if(blockHit!=null)
    {
    maxDistance = (float) blockHit.hitVec.distanceTo(startVec);
    }  
  Entity closestHitEntity = null;
  float closestHit = Float.POSITIVE_INFINITY;
  float currentHit = 0.f;
  AxisAlignedBB entityBb;// = ent.getBoundingBox();
  MovingObjectPosition intercept;
  for(Entity ent : allEntities)
    {    
    if(ent.canBeCollidedWith() && !excluded.contains(ent))
      {
      float entBorder =  ent.getCollisionBorderSize();
      entityBb = ent.boundingBox;
      if(entityBb!=null)
        {
        entityBb = entityBb.expand(entBorder, entBorder, entBorder);
        intercept = entityBb.calculateIntercept(startVec, endVec);
        if(intercept!=null)
          {
          currentHit = (float) intercept.hitVec.distanceTo(startVec);
          if(currentHit < closestHit || currentHit==0)
            {            
            closestHit = currentHit;
            closestHitEntity = ent;
            }
          } 
        }
      }
    }  
  if(closestHitEntity!=null)
    {
    blockHit = new MovingObjectPosition(closestHitEntity);
    }
  return blockHit;
  }

 

This code is _heavily_ based upon the code found in entityPlayer that determines the block/entity to hit/interact with.

 

It first ray-traces for a block hit (using the world  raytrace methods), and sets that as the real end-point of the ray-trace.  It then grabs all entities in the remaining bounding box, and tests each of those for collision.

 

 

 

Posted
  On 5/15/2013 at 8:49 PM, shadowmage4513 said:

 

MC has _built_in_ methods for doing ray-casting/raytracing.  (although it is kind of sloppy, you have to trace once for blocks, and again for entities).

 

For blocks, the method is located in world.  Entitiy collision detection is a bit more complex.

 

Perhaps a code example would work best

--taken from a utility class (hence the static method)

 

simply call it with with the position of the head of the entity, and the target end-vector.  The end-vector can be calculated with some 'simple' trig (take the yaw/pitch of the head, determine what distance you want to check out to, and apply some translation to get an endpoint/target point).

 

 

public static MovingObjectPosition tracePath(World world, float x, float y, float z, float tx, float ty, float tz, float borderSize, HashSet<Entity> excluded)
  {
  Vec3 startVec = Vec3.fakePool.getVecFromPool(x, y, z);
  Vec3 lookVec = Vec3.fakePool.getVecFromPool(tx-x, ty-y, tz-z);
  Vec3 endVec = Vec3.fakePool.getVecFromPool(tx, ty, tz);
  float minX = x < tx ? x : tx;
  float minY = y < ty ? y : ty;
  float minZ = z < tz ? z : tz;
  float maxX = x > tx ? x : tx;
  float maxY = y > ty ? y : ty; 
  float maxZ = z > tz ? z : tz;
  AxisAlignedBB bb = AxisAlignedBB.getAABBPool().getAABB(minX, minY, minZ, maxX, maxY, maxZ).expand(borderSize, borderSize, borderSize);
  List<Entity> allEntities = world.getEntitiesWithinAABBExcludingEntity(null, bb);  
  MovingObjectPosition blockHit = world.rayTraceBlocks(startVec, endVec);
  startVec = Vec3.fakePool.getVecFromPool(x, y, z);
  endVec = Vec3.fakePool.getVecFromPool(tx, ty, tz);
  float maxDistance = (float) endVec.distanceTo(startVec);
  if(blockHit!=null)
    {
    maxDistance = (float) blockHit.hitVec.distanceTo(startVec);
    }  
  Entity closestHitEntity = null;
  float closestHit = Float.POSITIVE_INFINITY;
  float currentHit = 0.f;
  AxisAlignedBB entityBb;// = ent.getBoundingBox();
  MovingObjectPosition intercept;
  for(Entity ent : allEntities)
    {    
    if(ent.canBeCollidedWith() && !excluded.contains(ent))
      {
      float entBorder =  ent.getCollisionBorderSize();
      entityBb = ent.boundingBox;
      if(entityBb!=null)
        {
        entityBb = entityBb.expand(entBorder, entBorder, entBorder);
        intercept = entityBb.calculateIntercept(startVec, endVec);
        if(intercept!=null)
          {
          currentHit = (float) intercept.hitVec.distanceTo(startVec);
          if(currentHit < closestHit || currentHit==0)
            {            
            closestHit = currentHit;
            closestHitEntity = ent;
            }
          } 
        }
      }
    }  
  if(closestHitEntity!=null)
    {
    blockHit = new MovingObjectPosition(closestHitEntity);
    }
  return blockHit;
  }

 

This code is _heavily_ based upon the code found in entityPlayer that determines the block/entity to hit/interact with.

 

It first ray-traces for a block hit (using the world  raytrace methods), and sets that as the real end-point of the ray-trace.  It then grabs all entities in the remaining bounding box, and tests each of those for collision.

Looks good, but can you give me an idea on how to test if the entity is a player?

Posted

You heard of the 'instanceof' keyword?

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

  Quote

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

I am relatively new to java actually. I do alot of c and c++ usually, so I haven't, but if I am not correct this is what I think the code would be after you mentioning that:

if (ray cast() == instanceof EntityPlayer)
{
//whatever I want
}

Would that be right, or maybe a bit different syntax?

Posted

if you are referring to testing if the target hit is a player:

 

the method returns a movingObjectPosition object, which has an internal field for an entity hit if any-- will be null if no entity was hit. (it may also return null entirely, meaning no object was hit during the trace)

 

MovingObjectPosition hit = tracePath(world, x,y,z, x1, y1,z1);
if(hit!=null && hit.entityHit instanceof EntityPlayer)
{
//do logic
}

 

the instanceof operator essentially entails a null check and run-time class check (usually the only way to tell entity classes/subclasses apart)

 

Posted

That seems pretty self-explanitory, but is the function tracePath to check the area for entities? If it ism is tx,etc the end of the ray? And I assume boarder size is how big I want it to be?

Posted

Yes, the tracePath function takes essentially two vectors x,y,z for start vector, and tx,ty,tz for target vector (end of the ray).  Border size merely expands the search radius slightly beyond what it would normally get (not sure if it actually needed, it was intended to grab entities that were technically outside of the bounding box but could still be collided -- I use it with a value of 0.2f).

 

 

Posted
  On 5/16/2013 at 2:38 PM, shadowmage4513 said:

Yes, the tracePath function takes essentially two vectors x,y,z for start vector, and tx,ty,tz for target vector (end of the ray).  Border size merely expands the search radius slightly beyond what it would normally get (not sure if it actually needed, it was intended to grab entities that were technically outside of the bounding box but could still be collided -- I use it with a value of 0.2f).

Thanks for the help, but to simplify things, i just used some trig and some separating axis theorem to make a bounding triangle and if the player is in it, the mob responds.

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

    • Add the crash-report or latest.log (logs-folder) with sites like https://mclo.gs/ and paste the link to it here  
    • I removed yetanotherchance booster and now it says Invalid player identity
    • Cracked Launchers are not supported
    • After some time minecraft crashes with an error. Here is the log https://drive.google.com/file/d/1o-2R6KZaC8sxjtLaw5qj0A-GkG_SuoB5/view?usp=sharing
    • The specific issue is that items in my inventory wont stack properly. For instance, if I punch a tree down to collect wood, the first block I collected goes to my hand. So when I punch the second block of wood to collect it, it drops, but instead of stacking with the piece of wood already in my hand, it goes to the second slot in my hotbar instead. Another example is that I'll get some dirt, and then when I'm placing it down later I'll accidentally place a block where I don't want it. When I harvest it again, it doesn't go back to the stack that it came from on my hotbar, where it should have gone, but rather into my inventory. That means that if my inventory is full, then the dirt wont be picked up even though there should be space available in the stack I'm holding. The forge version I'm using is 40.3.0, for java 1.18.2. I'll leave the mods I'm using here, and I'd appreciate it if anybody can point me in the right direction in regards to figuring out how to fix this. I forgot to mention that I think it only happens on my server but I&#39;m not entirely sure. PLEASE HELP ME! LIST OF THE MODS. aaa_particles Adorn AdvancementPlaques AI-Improvements AkashicTome alexsdelight alexsmobs AmbientSounds amwplushies Animalistic another_furniture AppleSkin Aquaculture aquamirae architectury artifacts Atlas-Lib AutoLeveling AutoRegLib auudio balm betterfpsdist biggerstacks biomancy BiomesOPlenty blockui blueprint Bookshelf born_in_chaos Botania braincell BrassAmberBattleTowers brutalbosses camera CasinoCraft cfm (MrCrayfish’s Furniture Mod) chat_heads citadel cloth-config Clumps CMDCam CNB cobweb collective comforts convenientcurioscontainer cookingforblockheads coroutil CosmeticArmorReworked CozyHome CrabbersDelight crashexploitfixer crashutilities Create CreativeCore creeperoverhaul cristellib crittersandcompanions Croptopia CroptopiaAdditions CullLessLeaves curios curiouslanterns curiouslights Curses' Naturals CustomNPCs CyclopsCore dannys_expansion decocraft Decoration Mod DecorationDelightRefurbished Decorative Blocks Disenchanting DistantHorizons doubledoors DramaticDoors drippyloadingscreen durabilitytooltip dynamic-fps dynamiclights DynamicTrees DynamicTreesBOP DynamicTreesPlus Easy Dungeons EasyAnvils EasyMagic easy_npc eatinganimation ecologics effective_fg elevatorid embeddium emotecraft enchantlimiter EnchantmentDescriptions EnderMail engineersdecor entityculling entity_model_features entity_texture_features epicfight EvilCraft exlinefurniture expandability explosiveenhancement factory-blocks fairylights fancymenu FancyVideo FarmersDelight fast-ip-ping FastSuite ferritecore finsandtails FixMySpawnR Forge Middle Ages fossil FpsReducer2 furnish GamingDeco geckolib goblintraders goldenfood goodall H.e.b habitat harvest-with-ease hexerei hole_filler huge-structure-blocks HunterIllager iammusicplayer Iceberg illuminations immersive_paintings incubation infinitybuttons inventoryhud InventoryProfilesNext invocore ItemBorders itemzoom Jade jei (Just Enough Items) JetAndEliasArmors journeymap JRFTL justzoom kiwiboi Kobolds konkrete kotlinforforge lazydfu LegendaryTooltips libIPN lightspeed lmft lodestone LongNbtKiller LuckPerms Lucky77 MagmaMonsters malum ManyIdeasCore ManyIdeasDoors marbledsarsenal marg mcw-furniture mcw-lights mcw-paths mcw-stairs mcw-trapdoors mcw-windows meetyourfight melody memoryleakfix Mimic minecraft-comes-alive MineTraps minibosses MmmMmmMmmMmm MOAdecor (ART, BATH, COOKERY, GARDEN, HOLIDAYS, LIGHTS, SCIENCE) MobCatcher modonomicon mods_optimizer morehitboxes mowziesmobs MutantMonsters mysticalworld naturalist NaturesAura neapolitan NekosEnchantedBooks neoncraft2 nerb nifty NightConfigFixes nightlights nocube's_villagers_sell_animals NoSeeNoTick notenoughanimations obscure_api oculus oresabovediamonds otyacraftengine Paraglider Patchouli physics-mod Pillagers Gun PizzaCraft placeableitems Placebo player-animation-lib pneumaticcraft-repressurized polymorph PrettyPipes Prism projectbrazier Psychadelic-Chemistry PuzzlesLib realmrpg_imps_and_demons RecipesLibrary reeves-furniture RegionsUnexplored restrictedportals revive-me Scary_Mobs_And_Bosses selene shetiphiancore ShoulderSurfing smoothboot
  • Topics

×
×
  • Create New...

Important Information

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