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What Replacing isFullCube() in 1.15 ?


Kristopher_RAS

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Hi, I try to register a block with a custom model in Minecraft, but it appears as a full block (and the block under is invisible).

I know that for the entities you have to create a class for the rendering and another the model. I don't know if it's the same for the blocks and if yes I don't know how to convert a JSON file for the model that I made with Blockbench into java class.

 

Thanks for your help.

 

Note: I found that in past version there were the functions isOpaqueCube() and isFullCube() that you were overriding but today in 1.15 with voxel it changed but I couldn't find a tutorial on it.

Edited by Kristopher_RAS
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Okay I think I made some progress: I think I need to override those functions 

 

	public static final AxisAlignedBB BASIC_AABB = new AxisAlignedBB(0D, 0D, 0D, 1D, 1D, 1D);

	@Override
	public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
		// TODO Auto-generated method stub
		return VoxelShapes.create(BASIC_AABB); 
	}
	
	@Override
	public VoxelShape getRenderShape(BlockState p_196247_1_, IBlockReader p_196247_2_, BlockPos p_196247_3_)
	{
		return VoxelShapes.create(BASIC_AABB); 
	}
	
	@Override
	public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos,
			ISelectionContext context) {
		
		return VoxelShapes.create(BASIC_AABB); 
	}
	
	@Override
	public VoxelShape getRaytraceShape(BlockState state, IBlockReader worldIn, BlockPos pos) {
		return VoxelShapes.create(BASIC_AABB); 
	

 

 

But I don't really know how to use them.

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26 minutes ago, Kristopher_RAS said:

But I don't really know how to use them.

Step 1: Do you know what an axis aligned bounding box is?
Step 2: Create axis aligned bounding boxes that roughly approximate your model's total volume.

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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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Well, my cube is a full cube so, I would say that the bounding box (the total volume) is basically a cube size.

 

Pic1.thumb.png.37b09e01eec33ccd34d40c1d69ddc80d.png

 

But as you can see it not take in consideration the gap between the feet of the table and it even consider it as a full block since the block underneath is not rendered. I basically want to do like a hopper or a cauldron:

 

 Pic2.thumb.png.1452226ce8437c80630e26e36e55c57d.png

Pic3.thumb.png.31b09d51d6459d2382050c2c334cc292.png

 

25 minutes ago, Draco18s said:

Step 1: Do you know what an axis aligned bounding box is?
Step 2: Create axis aligned bounding boxes that roughly approximate your model's total volume.

So: 1 I don't know because I couldn't find any tutorial about this.

2: the total volume is a full block.

Edited by Kristopher_RAS
adding photo
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Ok found it, I have to define multiple AABB that define the edges of the block and then combine all of them in one voxel shape:

 

public static final AxisAlignedBB FEET1_AABB = new AxisAlignedBB(0D, 0D, 0D, 2D/16D, 15D/16D, 2D/16D);
	public static final AxisAlignedBB FEET2_AABB1 = new AxisAlignedBB(14D/16D, 0D, 0D, 16D/16D, 15D/16D, 2D/16D);
	public static final AxisAlignedBB FEET3_AABB1 = new AxisAlignedBB(0D, 0D, 14D/16D, 2D/16D, 15D/16D, 16D/16D);
	public static final AxisAlignedBB FEET4_AABB1 = new AxisAlignedBB(14D/16D, 0D, 14D/16D, 16D/16D, 15D/16D, 16D/16D);
	public static final AxisAlignedBB TOP_AABB1 = new AxisAlignedBB(0D, 15D/16D, 0D, 16D/16D, 16D/16D, 16D/16D);
	
	public static VoxelShape shapeMain;
	
	//Initializing blocks property
	public Research_basic() {
		super("research_basic", Block.Properties.create(Material.WOOD).hardnessAndResistance(1.f, 5.f).variableOpacity(), ModTypes.STATIONS);
		

		VoxelShape shape1 = VoxelShapes.create(FEET1_AABB);
		VoxelShape shape2 = VoxelShapes.create(FEET2_AABB1);
		VoxelShape shape3 = VoxelShapes.create(FEET3_AABB1);
		VoxelShape shape4 = VoxelShapes.create(FEET4_AABB1);
		VoxelShape shape5 = VoxelShapes.create(TOP_AABB1);
		
		shapeMain = VoxelShapes.combine(shape1, shape2, IBooleanFunction.OR);
		shapeMain = VoxelShapes.combine(shapeMain, shape3, IBooleanFunction.OR);
		shapeMain = VoxelShapes.combine(shapeMain, shape4, IBooleanFunction.OR);
		shapeMain = VoxelShapes.combine(shapeMain, shape5, IBooleanFunction.OR);
	}
	
	@Override
	public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
		// TODO Auto-generated method stub
		return shapeMain;
	}
	
	
	@Override
	public VoxelShape getRenderShape(BlockState state, IBlockReader worldIn, BlockPos pos)
	{
		return shapeMain;
	}
	
	
	@Override
	public VoxelShape getCollisionShape(BlockState state, IBlockReader worldIn, BlockPos pos,
			ISelectionContext context) {
		
		return shapeMain;
	}

 

So now it works perfectly, thanks for your help guys.

 

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10 hours ago, Kristopher_RAS said:

I have to define multiple AABB that define the edges of the block and then combine all of them in one voxel shape

There you go.

  • Thanks 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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