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Currently Supported: 1.16.X (Latest) and 1.15.X (LTS)
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IDuckz_

[1.16.1] Voxel Shapes Broken

By IDuckz_, October 23, 2020 in Modder Support

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Posted October 23, 2020 (edited)

Hello, I setup a custom model like this: https://gyazo.com/51fabdfc1ebaee01e766dc20aea486c2 but in game it doesn't show it correctly. It shows the block bound or voxelshape like this: https://gyazo.com/594430fbe27b6941a81afa85319f73b7 The problem is that it has diagonal shape and it doesn't seem to like diagonal shapes and it decides to break.

 

My voxelshape code (It's a lot of code that I can't show it all since it's too big but I think you get the idea): https://gyazo.com/6e7d09f1b467f404b6fa73b5326eb62c

 

If anyone could help, that would be greatly appreciated. Thank you

 

Edited October 23, 2020 by IDuckz_
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ChampionAsh5357    158

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Posted October 24, 2020

You cannot have a diagonal voxel shape. The closest you can get is approximation. Also, you should use the least amount of voxel shapes as possible. Large amounts of voxel shapes tend to impact the game in a negative way. Finally, I can tell you generated the voxel shape via block bench. This is more of an opinion, but just use VoxelShapes#or instead of constructing the stream. Makes little to no sense to do so in my opinion as the approach is exactly what the method does anyways.

 

If you're talking about the misalignment, that's probably because you need to create a voxel shape for every possible rotation and then change it via it's block state.

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Draco18s    2401

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Posted October 24, 2020

Your cauldron handle does not need a voxel boundary. Its basically irrelevant.

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Posted October 24, 2020 (edited)

Okay, I will try using less voxelshapes in the future and I did remove the stream#of and replaced it with VoxelShapes#or I also removed the return and reduce type at the end so the code wasn't necessary provided by BlockBench when I exported it as VoxelShapes, and it is maybe irrelevant but if I want make more custom blocks in the future it might include diagonal shapes too. Also, one question, how would I create a voxelshape for every possible rotation and change it via it's block state? Also thanks for all the help by the way, greatly appreciated. :)

Edited October 24, 2020 by IDuckz_
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poopoodice    108

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Posted October 24, 2020

Override getShape() (check blocks like torch, button, doors...etc), and return different voxel shape according to the blockstate.

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Posted October 24, 2020
2 hours ago, poopoodice said:

Override getShape() (check blocks like torch, button, doors...etc), and return different voxel shape according to the blockstate.

It seems I have alraedy done that: https://gyazo.com/6062f42293576f15cbf56e95d2656574

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poopoodice    108

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Posted October 24, 2020

Show the whole class.

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Posted October 25, 2020

Um ok here:

package com.iduckz.usefulemeralds.blocks;

import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.HorizontalBlock;
import net.minecraft.block.SoundType;
import net.minecraft.block.material.Material;
import net.minecraft.item.BlockItemUseContext;
import net.minecraft.state.DirectionProperty;
import net.minecraft.state.StateContainer;
import net.minecraft.util.Mirror;
import net.minecraft.util.Rotation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.shapes.IBooleanFunction;
import net.minecraft.util.math.shapes.ISelectionContext;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.util.math.shapes.VoxelShapes;
import net.minecraft.world.IBlockReader;
import net.minecraftforge.common.ToolType;

import javax.annotation.Nullable;
import java.util.stream.Stream;

public class WitchCauldron extends Block {

    public WitchCauldron() {
        super(Block.Properties.create(Material.IRON)
            .hardnessAndResistance(2.5f, 3.5f)
            .sound(SoundType.METAL)
            .harvestLevel(2)
            .harvestTool(ToolType.PICKAXE)
            .setRequiresTool());
    }

    private static final DirectionProperty FACING = HorizontalBlock.HORIZONTAL_FACING;
    
    public static final VoxelShape SHAPE_N = VoxelShapes.or(
            Block.makeCuboidShape(14, 6, -2, 15, 7, 7),
            Block.makeCuboidShape(1, 6, -2, 2, 7, 7),
            Block.makeCuboidShape(2, 2.6999999999999993D, -1.4600000000000009D, 14, 3.6999999999999993D, -0.46000000000000085D),
            Block.makeCuboidShape(9, 0, 9, 11, 2, 11),
            Block.makeCuboidShape(10, 0, 11, 11, 2, 12),
            Block.makeCuboidShape(11, 0, 10, 12, 2, 11),
            Block.makeCuboidShape(11, 0, 11, 13, 2, 13),
            Block.makeCuboidShape(12, 0, 13, 13, 2, 14),
            Block.makeCuboidShape(13, 0, 12, 14, 2, 13),
            Block.makeCuboidShape(13, 0, 13, 15, 2, 15),
            Block.makeCuboidShape(3, 0, 13, 4, 2, 14),
            Block.makeCuboidShape(1, 0, 13, 3, 2, 15),
            Block.makeCuboidShape(2, 0, 12, 3, 2, 13),
            Block.makeCuboidShape(3, 0, 11, 5, 2, 13),
            Block.makeCuboidShape(4, 0, 10, 5, 2, 11),
            Block.makeCuboidShape(5, 0, 11, 6, 2, 12),
            Block.makeCuboidShape(5, 0, 9, 7, 2, 11),
            Block.makeCuboidShape(3, 0, 2, 4, 2, 3),
            Block.makeCuboidShape(5, 0, 5, 7, 2, 7),
            Block.makeCuboidShape(3, 0, 3, 5, 2, 5),
            Block.makeCuboidShape(1, 0, 1, 3, 2, 3),
            Block.makeCuboidShape(4, 0, 5, 5, 2, 6),
            Block.makeCuboidShape(5, 0, 4, 6, 2, 5),
            Block.makeCuboidShape(2, 0, 3, 3, 2, 4),
            Block.makeCuboidShape(13, 0, 1, 15, 2, 3),
            Block.makeCuboidShape(9, 0, 5, 11, 2, 7),
            Block.makeCuboidShape(11, 0, 3, 13, 2, 5),
            Block.makeCuboidShape(10, 0, 4, 11, 2, 5),
            Block.makeCuboidShape(11, 0, 5, 12, 2, 6),
            Block.makeCuboidShape(12, 0, 2, 13, 2, 3),
            Block.makeCuboidShape(13, 0, 3, 14, 2, 4),
            Block.makeCuboidShape(7, 0, 9, 9, 2, 16),
            Block.makeCuboidShape(0, 0, 7, 16, 2, 9),
            Block.makeCuboidShape(7, 0, 0, 9, 2, 7),
            Block.makeCuboidShape(2, 2, 2, 14, 3, 14),
            Block.makeCuboidShape(3, 3, 2, 13, 13, 3),
            Block.makeCuboidShape(3, 3, 13, 13, 13, 14),
            Block.makeCuboidShape(13, 3, 2, 14, 13, 14),
            Block.makeCuboidShape(2, 3, 2, 3, 13, 14)
    );

    public static final VoxelShape SHAPE_E = VoxelShapes.or(
            Block.makeCuboidShape(9, 6, 14, 18, 7, 15),
            Block.makeCuboidShape(9, 6, 1, 18, 7, 2),
            Block.makeCuboidShape(16.46f, 2.7f, 2, 17.46f, 3.7f, 14),
            Block.makeCuboidShape(5, 0, 9, 7, 2, 11),
            Block.makeCuboidShape(4, 0, 10, 5, 2, 11),
            Block.makeCuboidShape(5, 0, 11, 6, 2, 12),
            Block.makeCuboidShape(3, 0, 11, 5, 2, 13),
            Block.makeCuboidShape(2, 0, 12, 3, 2, 13),
            Block.makeCuboidShape(3, 0, 13, 4, 2, 14),
            Block.makeCuboidShape(1, 0, 13, 3, 2, 15),
            Block.makeCuboidShape(2, 0, 3, 3, 2, 4),
            Block.makeCuboidShape(1, 0, 1, 3, 2, 3),
            Block.makeCuboidShape(3, 0, 2, 4, 2, 3),
            Block.makeCuboidShape(3, 0, 3, 5, 2, 5),
            Block.makeCuboidShape(5, 0, 4, 6, 2, 5),
            Block.makeCuboidShape(4, 0, 5, 5, 2, 6),
            Block.makeCuboidShape(5, 0, 5, 7, 2, 7),
            Block.makeCuboidShape(13, 0, 3, 14, 2, 4),
            Block.makeCuboidShape(9, 0, 5, 11, 2, 7),
            Block.makeCuboidShape(11, 0, 3, 13, 2, 5),
            Block.makeCuboidShape(13, 0, 1, 15, 2, 3),
            Block.makeCuboidShape(10, 0, 4, 11, 2, 5),
            Block.makeCuboidShape(11, 0, 5, 12, 2, 6),
            Block.makeCuboidShape(12, 0, 2, 13, 2, 3),
            Block.makeCuboidShape(13, 0, 13, 15, 2, 15),
            Block.makeCuboidShape(9, 0, 9, 11, 2, 11),
            Block.makeCuboidShape(11, 0, 11, 13, 2, 13),
            Block.makeCuboidShape(11, 0, 10, 12, 2, 11),
            Block.makeCuboidShape(10, 0, 11, 11, 2, 12),
            Block.makeCuboidShape(13, 0, 12, 14, 2, 13),
            Block.makeCuboidShape(12, 0, 13, 13, 2, 14),
            Block.makeCuboidShape(0, 0, 7, 7, 2, 9),
            Block.makeCuboidShape(7, 0, 0, 9, 2, 16),
            Block.makeCuboidShape(9, 0, 7, 16, 2, 9),
            Block.makeCuboidShape(2, 2, 2, 14, 3, 14),
            Block.makeCuboidShape(13, 3, 3, 14, 13, 13),
            Block.makeCuboidShape(2, 3, 3, 3, 13, 13),
            Block.makeCuboidShape(2, 3, 13, 14, 13, 14),
            Block.makeCuboidShape(2, 3, 2, 14, 13, 3)
    );

    public static final VoxelShape SHAPE_S = VoxelShapes.or(
            Block.makeCuboidShape(1, 6, 9, 2, 7, 18),
            Block.makeCuboidShape(14, 6, 9, 15, 7, 18),
            Block.makeCuboidShape(2, 2.6999999999999993D, 16.46f, 14, 3.6999999999999993D, 17.46f),
            Block.makeCuboidShape(5, 0, 5, 7, 2, 7),
            Block.makeCuboidShape(5, 0, 4, 6, 2, 5),
            Block.makeCuboidShape(4, 0, 5, 5, 2, 6),
            Block.makeCuboidShape(3, 0, 3, 5, 2, 5),
            Block.makeCuboidShape(3, 0, 2, 4, 2, 3),
            Block.makeCuboidShape(2, 0, 3, 3, 2, 4),
            Block.makeCuboidShape(1, 0, 1, 3, 2, 3),
            Block.makeCuboidShape(12, 0, 2, 13, 2, 3),
            Block.makeCuboidShape(13, 0, 1, 15, 2, 3),
            Block.makeCuboidShape(13, 0, 3, 14, 2, 4),
            Block.makeCuboidShape(11, 0, 3, 13, 2, 5),
            Block.makeCuboidShape(11, 0, 5, 12, 2, 6),
            Block.makeCuboidShape(10, 0, 4, 11, 2, 5),
            Block.makeCuboidShape(9, 0, 5, 11, 2, 7),
            Block.makeCuboidShape(12, 0, 13, 13, 2, 14),
            Block.makeCuboidShape(9, 0, 9, 11, 2, 11),
            Block.makeCuboidShape(11, 0, 11, 13, 2, 13),
            Block.makeCuboidShape(13, 0, 13, 15, 2, 15),
            Block.makeCuboidShape(11, 0, 10, 12, 2, 11),
            Block.makeCuboidShape(10, 0, 11, 11, 2, 12),
            Block.makeCuboidShape(13, 0, 12, 14, 2, 13),
            Block.makeCuboidShape(1, 0, 13, 3, 2, 15),
            Block.makeCuboidShape(5, 0, 9, 7, 2, 11),
            Block.makeCuboidShape(3, 0, 11, 5, 2, 13),
            Block.makeCuboidShape(5, 0, 11, 6, 2, 12),
            Block.makeCuboidShape(4, 0, 10, 5, 2, 11),
            Block.makeCuboidShape(3, 0, 13, 4, 2, 14),
            Block.makeCuboidShape(2, 0, 12, 3, 2, 13),
            Block.makeCuboidShape(7, 0, 0, 9, 2, 7),
            Block.makeCuboidShape(0, 0, 7, 16, 2, 9),
            Block.makeCuboidShape(7, 0, 9, 9, 2, 16),
            Block.makeCuboidShape(2, 2, 2, 14, 3, 14),
            Block.makeCuboidShape(3, 3, 13, 13, 13, 14),
            Block.makeCuboidShape(3, 3, 2, 13, 13, 3),
            Block.makeCuboidShape(2, 3, 2, 3, 13, 14),
            Block.makeCuboidShape(13, 3, 2, 14, 13, 14)
    );

    public static final VoxelShape SHAPE_W = VoxelShapes.or(
            Block.makeCuboidShape(-2, 6, 1, 7, 7, 2),
            Block.makeCuboidShape(-2, 6, 14, 7, 7, 15),
            Block.makeCuboidShape(-1.4600000000000009D, 2.6999999999999993D, 2, -0.46000000000000085D, 3.6999999999999993D, 14),
            Block.makeCuboidShape(9, 0, 5, 11, 2, 7),
            Block.makeCuboidShape(11, 0, 5, 12, 2, 6),
            Block.makeCuboidShape(10, 0, 4, 11, 2, 5),
            Block.makeCuboidShape(11, 0, 3, 13, 2, 5),
            Block.makeCuboidShape(13, 0, 3, 14, 2, 4),
            Block.makeCuboidShape(12, 0, 2, 13, 2, 3),
            Block.makeCuboidShape(13, 0, 1, 15, 2, 3),
            Block.makeCuboidShape(13, 0, 12, 14, 2, 13),
            Block.makeCuboidShape(13, 0, 13, 15, 2, 15),
            Block.makeCuboidShape(12, 0, 13, 13, 2, 14),
            Block.makeCuboidShape(11, 0, 11, 13, 2, 13),
            Block.makeCuboidShape(10, 0, 11, 11, 2, 12),
            Block.makeCuboidShape(11, 0, 10, 12, 2, 11),
            Block.makeCuboidShape(9, 0, 9, 11, 2, 11),
            Block.makeCuboidShape(2, 0, 12, 3, 2, 13),
            Block.makeCuboidShape(5, 0, 9, 7, 2, 11),
            Block.makeCuboidShape(3, 0, 11, 5, 2, 13),
            Block.makeCuboidShape(1, 0, 13, 3, 2, 15),
            Block.makeCuboidShape(5, 0, 11, 6, 2, 12),
            Block.makeCuboidShape(4, 0, 10, 5, 2, 11),
            Block.makeCuboidShape(3, 0, 13, 4, 2, 14),
            Block.makeCuboidShape(1, 0, 1, 3, 2, 3),
            Block.makeCuboidShape(5, 0, 5, 7, 2, 7),
            Block.makeCuboidShape(3, 0, 3, 5, 2, 5),
            Block.makeCuboidShape(4, 0, 5, 5, 2, 6),
            Block.makeCuboidShape(5, 0, 4, 6, 2, 5),
            Block.makeCuboidShape(2, 0, 3, 3, 2, 4),
            Block.makeCuboidShape(3, 0, 2, 4, 2, 3),
            Block.makeCuboidShape(9, 0, 7, 16, 2, 9),
            Block.makeCuboidShape(7, 0, 0, 9, 2, 16),
            Block.makeCuboidShape(0, 0, 7, 7, 2, 9),
            Block.makeCuboidShape(2, 2, 2, 14, 3, 14),
            Block.makeCuboidShape(2, 3, 3, 3, 13, 13),
            Block.makeCuboidShape(13, 3, 3, 14, 13, 13),
            Block.makeCuboidShape(2, 3, 2, 14, 13, 3),
            Block.makeCuboidShape(2, 3, 13, 14, 13, 14)
    );

    @Nullable
    @Override
    public BlockState getStateForPlacement(BlockItemUseContext context) { return this.getDefaultState().with(FACING, context.getPlacementHorizontalFacing().getOpposite()); }

    @Override
    public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        switch(state.get(FACING)) {
            case NORTH:
                return SHAPE_N;
            case SOUTH:
                return SHAPE_S;
            case WEST:
                return SHAPE_W;
            default:
                return SHAPE_E;
        }
    }

    @Override
    public BlockState rotate(BlockState state, Rotation rot) {
        return state.with(FACING, rot.rotate(state.get(FACING)));
    }

    @Override
    public BlockState mirror(BlockState state, Mirror mirrorIn) {
        return state.rotate(mirrorIn.toRotation(state.get(FACING)));
    }

    @Override
    protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) { builder.add(FACING); }

    @Override
    public float getAmbientOcclusionLightValue(BlockState state, IBlockReader worldIn, BlockPos pos) {
        return 0.3f;
    }
}

 

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ChampionAsh5357    158

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Posted October 25, 2020

You've created a shape for every single rotation and it will change dependent on it. There is nothing wrong here, you've already done what you asked. However, once again, that's a bit too many defined and combined VoxelShapes for one block.

 

As for non-related critiques, do not hardcode the property parameter within the constructor, and the property should be public in case you would like to access or set the state in a location from outside the block itself.

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Posted October 26, 2020

I will try changing the block to use less VoxelShapes but for now I want to see how I could fix this issue. If I have already done what I asked for how come is it misaligned? Unless I misunderstood.

19 hours ago, ChampionAsh5357 said:

As for non-related critiques, do not hardcode the property parameter within the constructor, and the property should be public in case you would like to access or set the state in a location from outside the block itself.

Ok I will fix that. Thanks

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ChampionAsh5357    158

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Posted October 26, 2020
7 hours ago, IDuckz_ said:

If I have already done what I asked for how come is it misaligned?

That probably means that your VoxelShapes for the other rotations are either not being rotated or the model itself isn't rotating. It could also be you rotated the model in the opposite direction of the VoxelShape.

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Posted October 27, 2020

Okay, I will try rotating it to the other way.

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Posted October 30, 2020

Incredibly sorry for late response, did not work while rotating it to the other way, I guess there is no possible way to do this, thanks for all the help anyways. Greatly appreciated ❤️

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