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Posted

How can I get the block face that the player was facing when they broke the block?

 

I am using the BreakEvent event, and I can't seem to find anything related to side or faces.
 

Solution:

Using ray casting from the player's head I can find out which side of the block I am looking at.

double a = player.posX;
double b = player.posY + (double)player.getEyeHeight();
double c = player.posZ;
Vec3d vec3start = new Vec3d(a, b, c);
		
float f = player.rotationPitch;
float f1 = player.rotationYaw;
float f2 = MathHelper.cos(-f1 * 0.017453292F - (float)Math.PI);
float f3 = MathHelper.sin(-f1 * 0.017453292F - (float)Math.PI);
float f4 = -MathHelper.cos(-f * 0.017453292F);
float f5 = MathHelper.sin(-f * 0.017453292F);
float f6 = f3 * f4;
float f7 = f2 * f4;
double d3 = 5.0D;
Vec3d vec3end = vec3start.addVector((double)f6 * d3, (double)f5 * d3, (double)f7 * d3);

RayTraceResult face = world.rayTraceBlocks(vec3start, vec3end);

 

The maths behind this is completely overwhelming for me. But if you just copy and paste this, it works. If you want to then get the string value of which side you are looking at, use:

face.sideHit.toString();

 

Edited by Skkkitzo

  • Author
19 minutes ago, poopoodice said:

I remember that I saw similar question earlier

 

 

Yeah I saw that earlier as well, but my question is what's:

Direction.getFacingDirections

Because when I type this in, Eclipse has no suggestions for me. Wondering what library this is from?

 

On 5/8/2020 at 3:15 AM, Skkkitzo said:

How can I get the block face that the player was facing when they broke the block?

 

I am using the BreakEvent event, and I can't seem to find anything related to side or faces.
 

Solution:

Using ray casting from the player's head I can find out which side of the block I am looking at.


double a = player.posX;
double b = player.posY + (double)player.getEyeHeight();
double c = player.posZ;
Vec3d vec3start = new Vec3d(a, b, c);
		
float f = player.rotationPitch;
float f1 = player.rotationYaw;
float f2 = MathHelper.cos(-f1 * 0.017453292F - (float)Math.PI);
float f3 = MathHelper.sin(-f1 * 0.017453292F - (float)Math.PI);
float f4 = -MathHelper.cos(-f * 0.017453292F);
float f5 = MathHelper.sin(-f * 0.017453292F);
float f6 = f3 * f4;
float f7 = f2 * f4;
double d3 = 5.0D;
Vec3d vec3end = vec3start.addVector((double)f6 * d3, (double)f5 * d3, (double)f7 * d3);

RayTraceResult face = world.rayTraceBlocks(vec3start, vec3end);

 

The maths behind this is completely overwhelming for me. But if you just copy and paste this, it works. If you want to then get the string value of which side you are looking at, use:


face.sideHit.toString();

 

For me, the world.rayTraceBlocks(vec3start, vec3end) does not work. instead it needed to be world.rayTraceBlocks(vec3start, vec3end, pos, VoxelShapes.fullCube(), state);

And in order for me to get the face of the block, I needed to do face.getHitVec().getY() == pos.getY() and face.getHitVec().getY() == pos.getY()+1 to mine a 3x3 area for the top and bottom face. The same idea goes with the horizontal directions

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