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[1.8.9] Block Render Questions


LogicTechCorp

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Pretty sure those diagonal side faces are cheated.  That is: they're still squares with fully transparent pixels.

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Pretty sure those diagonal side faces are cheated.  That is: they're still squares with fully transparent pixels.

 

Still not sure on the rendering part. I was thinking about using EnumFacing$Plane.Horizontal for NESW, and EnumFacing$Plane.Vertical for up and down but that would leave out sideways. Should I make my own Enum that includes sideways or will it not work correctly?

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You can probably use an

EnumFacing

property limited to

Plane.HORIZONTAL

for the y-axis rotation and a custom enum property with

UP

,

DOWN

and

SIDEWAYS

values for the x-axis rotation. You can integrate the custom enum with

EnumFacing

and its subclasses if needed.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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You can probably use an

EnumFacing

property limited to

Plane.HORIZONTAL

for the y-axis rotation and a custom enum property with

UP

,

DOWN

and

SIDEWAYS

values for the x-axis rotation. You can integrate the custom enum with

EnumFacing

and its subclasses if needed.

 

Would this be suitable?

 

public class BlockReflector extends Block
{
    public static final PropertyEnum POSITION = PropertyEnum.create("position", Position.class);
    public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL);

    public BlockReflector()
    {
        super(Material.glass);
    }

    public enum Position implements IStringSerializable
    {
        UP("up"),
        NEUTRAL("neutral"),
        DOWN("down");

        private final String name;

        Position(String name)
        {
            this.name = name;
        }

        @Override
        public String getName()
        {
            return this.name;
        }
    }
}

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I have createBlockState but I am not sure how to implement getStateFromMeta and getMetaFromState.

 

I suggest storing the

FACING

values's horizontal index (

EnumFacing#getHorizontalIndex

, an integer in the range

[0,3]

) in the lower two bits of the metadata and the

POSITION

value's ordinal (

Position#ordinal

, an integer in the range

[0,2]

) or a similar index field in the higher two bits of the metadata. Shift the

POSITION

index left 2 bits (

<<

) then OR (

|

) it with the

FACING

index.

 

To get the

FACING

value from the metadata, AND (

&

) it with 3 (the maximum index) and use

EnumFacing.getHorizontal

to convert it to an

EnumFacing

. To get the

POSITION

value from the metadata, shift it right 2 bits (

>>

), AND it with 2 (the maximum index) and get the

Position

at that index of the array returned by

Potion#values

.

 

I'll try to implement this myself to provide an example of how it's done.

 

Edit: Correctly capitalised AND.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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I have createBlockState but I am not sure how to implement getStateFromMeta and getMetaFromState.

 

I suggest storing the

FACING

values's horizontal index (

EnumFacing#getHorizontalIndex

, an integer in the range

[0,3]

) in the lower two bits of the metadata and the

POSITION

value's ordinal (

Position#ordinal

, an integer in the range

[0,2]

) or a similar index field in the higher two bits of the metadata. Shift the

POSITION

index left 2 bits (

<<

) then OR (

|

) it with the

FACING

index.

 

To get the

FACING

value from the metadata, AND (

&

) it with 3 (the maximum index) and use

EnumFacing.getHorizontal

to convert it to an

EnumFacing

. To get the

POSITION

value from the metadata, shift it right 2 bits (

>>

), and it with 2 (the maximum index) and get the

Position

at that index of the array returned by

Potion#values

.

 

I'll try to implement this myself to provide an example of how it's done.

 

Is this correct?

 

    @Override
    public BlockState createBlockState()
    {
        return new BlockState(this, POSITION, FACING);
    }

    @Override
    public IBlockState getStateFromMeta(int meta)
    {
        return this.getDefaultState().withProperty(POSITION, Position.values()[(meta >> 2)]).withProperty(FACING, EnumFacing.getHorizontal((meta & 3)));
    }

    @Override
    public int getMetaFromState(IBlockState state)
    {
        int p = ((Position) state.getValue(POSITION)).ordinal();
        int f = state.getValue(FACING).getIndex();
        return p << 2 | f;
    }

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That looks correct, yes.

 

When I break the block with meta four and five the game crashes.

 

Crash:

java.lang.ArrayIndexOutOfBoundsException: 3
at luxcraft.block.BlockReflector.getStateFromMeta(BlockReflector.java:80)
at net.minecraft.client.renderer.RenderGlobal.playAuxSFX(RenderGlobal.java:2287)
at net.minecraft.world.World.playAuxSFXAtEntity(World.java:3827)
at net.minecraft.world.World.playAuxSFX(World.java:3818)
at net.minecraft.client.multiplayer.PlayerControllerMP.onPlayerDestroyBlock(PlayerControllerMP.java:159)
at net.minecraft.client.multiplayer.PlayerControllerMP.clickBlockCreative(PlayerControllerMP.java:66)
at net.minecraft.client.multiplayer.PlayerControllerMP.clickBlock(PlayerControllerMP.java:227)
at net.minecraft.client.Minecraft.clickMouse(Minecraft.java:1511)
at net.minecraft.client.Minecraft.runTick(Minecraft.java:2118)
at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1080)
at net.minecraft.client.Minecraft.run(Minecraft.java:380)
at net.minecraft.client.main.Main.main(Main.java:116)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97)
at GradleStart.main(GradleStart.java:26)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at com.intellij.rt.execution.application.AppMain.main(AppMain.java:144)

 

Class:

public class BlockReflector extends Block
{
    public static final PropertyEnum POSITION = PropertyEnum.create("position", Position.class);
    public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL);

    public BlockReflector()
    {
        super(Material.glass);
    }

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

    @Override
    public boolean isFullCube()
    {
        return false;
    }

    @Override
    public boolean isVisuallyOpaque()
    {
        return false;
    }

    @Override
    public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumFacing side, float hitX, float hitY, float hitZ)
    {
        if(player.isSneaking())
        {
            if(side.getAxis().isHorizontal())
            {
                world.setBlockState(pos, state.cycleProperty(FACING));
            }
            else
            {
                world.setBlockState(pos, state.cycleProperty(POSITION));
            }
        }
        return false;
    }

    @Override
    public IBlockState onBlockPlaced(World world, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
    {
        IBlockState state = this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing());
        return hitY == 0 ? state.withProperty(POSITION, Position.UP) : hitY == 1 ? state.withProperty(POSITION, Position.DOWN) : state.withProperty(POSITION, Position.NEUTRAL);
    }

    @Override
    public BlockState createBlockState()
    {
        return new BlockState(this, POSITION, FACING);
    }

    @Override
    public IBlockState getStateFromMeta(int meta)
    {
        return this.getDefaultState().withProperty(POSITION, Position.values()[(meta >> 2)]).withProperty(FACING, EnumFacing.getHorizontal((meta & 3)));
    }

    @Override
    public int getMetaFromState(IBlockState state)
    {
        int p = ((Position) state.getValue(POSITION)).ordinal();
        int f = state.getValue(FACING).getIndex();
        return p << 2 | f;
    }

    public enum Position implements IStringSerializable
    {
        UP("up"),
        NEUTRAL("neutral"),
        DOWN("down");

        private final String name;

        Position(String name)
        {
            this.name = name;
        }

        @Override
        public String getName()
        {
            return this.name;
        }
    }
}

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I am using onBlockActivated to rotate the block. It works correctly on all of the blocks except meta four and five. When I cycle the POSITION property it only cycles between up and down instead of up, neutral, and down.

 

    @Override
    public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumFacing side, float hitX, float hitY, float hitZ)
    {
        if(player.isSneaking())
        {
            if(side.getAxis().isHorizontal())
            {
                world.setBlockState(pos, state.cycleProperty(FACING));
            }
            else
            {
               //This cycles the POSITION property
               world.setBlockState(pos, state.cycleProperty(POSITION));
            }
        }
        return false;
    }

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I'm worried that AND 2 will mask out the value 1, leaving only 0 or 2.

 

And what about Z-axis rotation? Is "X-axis" a misnomer? Is it really the facing-axis?

 

Are all neutral orientations equivalent? Is there no difference between RIGHT and LEFT sideways reflections?

 

Another nit: Since "position" already has a meaning in the game (for block coords), your code will be more clear if you choose another name for your second orientation property.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

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I'm worried that AND 2 will mask out the value 1, leaving only 0 or 2.

 

I think that may be the issue, how would I fix it?

 

And what about Z-axis rotation? Is "X-axis" a misnomer? Is it really the facing-axis?

 

I rotate the block depending on whether the side is hit (X or Z axis) or the top/bottom is hit (Y axis).

 

Are all neutral orientations equivalent? Is there no difference between RIGHT and LEFT sideways reflections?

 

As for the sideways orientation there is a sideways orientation for each horizontal direction, sideways + north, sideways + east, sideways + south, and sideways + west.

 

Edit: Renamed neutral to sideways

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