From dd371c2c7f1bc838f73ac693c15f7a6dc1302909 Mon Sep 17 00:00:00 2001 From: Sebastian Hartte Date: Sun, 21 Jun 2020 17:49:52 +0200 Subject: [PATCH] Removing these methods since subclasses have to handle their own collision shapes. --- src/main/java/appeng/block/AEBaseBlock.java | 141 -------------------- 1 file changed, 141 deletions(-) diff --git a/src/main/java/appeng/block/AEBaseBlock.java b/src/main/java/appeng/block/AEBaseBlock.java index a04820721..b9a7993ab 100644 --- a/src/main/java/appeng/block/AEBaseBlock.java +++ b/src/main/java/appeng/block/AEBaseBlock.java @@ -50,8 +50,6 @@ public abstract class AEBaseBlock extends Block { private boolean isFullSize = true; private boolean isInventory = false; - protected VoxelShape boundingBox = VoxelShapes.fullCube(); - protected AEBaseBlock(final Block.Properties props) { super(props); } @@ -92,145 +90,6 @@ public abstract class AEBaseBlock extends Block { return this.isFullSize() && this.isOpaque(); } -// FIXME @SuppressWarnings( "deprecation" ) -// FIXME @Override -// FIXME public void addCollisionBoxToList(final BlockState state, final World w, final BlockPos pos, final AxisAlignedBB bb, final List out, @Nullable final Entity e, boolean p_185477_7_ ) -// FIXME { -// FIXME final ICustomCollision collisionHandler = this.getCustomCollision( w, pos ); -// FIXME -// FIXME if( collisionHandler != null && bb != null ) -// FIXME { -// FIXME final List tmp = new ArrayList<>(); -// FIXME collisionHandler.addCollidingBlockToList( w, pos, bb, tmp, e ); -// FIXME for( final AxisAlignedBB b : tmp ) -// FIXME { -// FIXME final AxisAlignedBB offset = b.offset( pos.getX(), pos.getY(), pos.getZ() ); -// FIXME if( bb.intersects( offset ) ) -// FIXME { -// FIXME out.add( offset ); -// FIXME } -// FIXME } -// FIXME } -// FIXME else -// FIXME { -// FIXME super.addCollisionBoxToList( state, w, pos, bb, out, e, p_185477_7_ ); -// FIXME } -// FIXME } -// FIXME - -// @Override -// public VoxelShape getShape(BlockState state, IBlockReader w, BlockPos pos, ISelectionContext context) { -// final ICustomCollision collisionHandler = this.getCustomCollision( w, pos ); -// -// if( context instanceof EntitySelectionContext && collisionHandler != null ) -// { -// EntitySelectionContext entitySelectionContext = (EntitySelectionContext) context; -// -// if( Platform.isClient() ) -// { -// final PlayerEntity player = Minecraft.getInstance().player; -// if (player != null && player == entitySelectionContext.getEntity()) { -// final LookDirection ld = Platform.getPlayerRay(player); -// -// final Iterable bbs = collisionHandler.getSelectedBoundingBoxesFromPool(w, pos, Minecraft.getInstance().player, true); -// VoxelShape br = null; -// -// double lastDist = 0; -// -// for (final VoxelShape bb : bbs) { -// final RayTraceResult r = bb.rayTrace(ld.getA(), ld.getB(), pos); -// -// if (r != null) { -// final double xLen = (ld.getA().x - r.getHitVec().x); -// final double yLen = (ld.getA().y - r.getHitVec().y); -// final double zLen = (ld.getA().z - r.getHitVec().z); -// -// final double thisDist = xLen * xLen + yLen * yLen + zLen * zLen; -// -// if (br == null || lastDist > thisDist) { -// lastDist = thisDist; -// br = bb; -// } -// } -// } -// -// if (br != null) { -// return br; -// } -// } -// } -// -// // FIXME: This seems fishy because it is NOT solely related to selection -//// VoxelShape b = VoxelShapes.empty(); -//// -//// for( final VoxelShape bx : collisionHandler.getSelectedBoundingBoxesFromPool( w, pos, null, false ) ) -//// { -//// if( b.isEmpty() ) -//// { -//// b = bx; -//// continue; -//// } -//// -//// b = VoxelShapes.or(b, bx); -//// } -//// -//// return b; -// } -// -// return super.getShape( state, w, pos, context ); -// } - - // FIXME: Move to state -// FIXME @Override -// FIXME public final boolean isOpaqueCube( BlockState state ) -// { -// return this.isOpaque(); -// } - -//FIXME @SuppressWarnings( "deprecation" ) -//FIXME @Override -//FIXME public RayTraceResult collisionRayTrace(final BlockState state, final World w, final BlockPos pos, final Vec3d a, final Vec3d b ) -//FIXME { -//FIXME final ICustomCollision collisionHandler = this.getCustomCollision( w, pos ); -//FIXME -//FIXME if( collisionHandler != null ) -//FIXME { -//FIXME final Iterable bbs = collisionHandler.getSelectedBoundingBoxesFromPool( w, pos, null, true ); -//FIXME RayTraceResult br = null; -//FIXME -//FIXME double lastDist = 0; -//FIXME -//FIXME for( final VoxelShape bb : bbs ) -//FIXME { -//FIXME final RayTraceResult r = bb.rayTrace( state, w, pos, a, b ); -//FIXME -//FIXME if( r != null ) -//FIXME { -//FIXME final double xLen = ( a.x - r.getHitVec().x ); -//FIXME final double yLen = ( a.y - r.getHitVec().y ); -//FIXME final double zLen = ( a.z - r.getHitVec().z ); -//FIXME -//FIXME final double thisDist = xLen * xLen + yLen * yLen + zLen * zLen; -//FIXME if( br == null || lastDist > thisDist ) -//FIXME { -//FIXME lastDist = thisDist; -//FIXME br = r; -//FIXME } -//FIXME } -//FIXME } -//FIXME -//FIXME if( br != null ) -//FIXME { -//FIXME return br; -//FIXME } -//FIXME -//FIXME return null; -//FIXME } -//FIXME -//FIXME this.boundingBox = FULL_BLOCK_AABB; -//FIXME return super.collisionRayTrace( state, w, pos, a, b ); -//FIXME } -//FIXME @Override public boolean hasComparatorInputOverride(BlockState state) { return this.isInventory();