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[1.11] AxisAlignedBB getCollisionBoundingBox & getBoundingBox pushing me away from hitbox when getting close


MSpace-Dev

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Hello everyone,

 

So, I am making a basic block with a basic hitbox. I am using getBoundingBox and getCollisionBoundingBox. I've aligned the hitbox perfeclty, and when I look at it, it looks perfect. But if I try walk towards it, it pushes me out of the 1 block area is occupies. A am able to walk up to the collision box, but if I stop moving forward, I get pushed away out of the 1x1 space. I think I'm missing a method to override, but I'm not sure which one. Here is what I've got so far.

 

public class BlockMegaTorch extends BlockBase {
    protected static final AxisAlignedBB TORCH_AABB = new AxisAlignedBB(0.3125, 0.0D, 0.3125D, 0.6875D, 0.8125D, 0.6875D);

    public BlockMegaTorch(String name, Material materialIn) {
        super(name, materialIn);
        this.setHardness(1);
        this.setHarvestLevel("axe", 0);
        this.setSoundType(SoundType.WOOD);
        this.setLightLevel(1.0f);
    }

    @Override
    public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) {
        return TORCH_AABB;
    }

    @Nullable
    @Override
    public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) {
        return TORCH_AABB;
    }

    @Override
    public boolean isOpaqueCube(IBlockState state) {
        return false;
    }

    @Override
    public boolean causesSuffocation(IBlockState state) {
        return false;
    }

    @SideOnly(Side.CLIENT)
    public void randomDisplayTick(IBlockState stateIn, World worldIn, BlockPos pos, Random rand)
    {
        double d0 = (double)pos.getX() + 0.5D;
        double d1 = (double)pos.getY() + 0.9D;
        double d2 = (double)pos.getZ() + 0.5D;

        worldIn.spawnParticle(EnumParticleTypes.SMOKE_NORMAL, d0, d1, d2, 0.0D, 0.0D, 0.0D, new int[0]);
        worldIn.spawnParticle(EnumParticleTypes.FLAME, d0, d1, d2, 0.0D, 0.0D, 0.0D, new int[0]);
    }
}

 

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You're probably missing:
 

public boolean isFullCube(IBlockState state) {
    return false;
}

 

  • Like 1

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