package net.minecraft.block; import javax.annotation.Nullable; import net.minecraft.block.material.EnumPushReaction; import net.minecraft.block.material.Material; import net.minecraft.block.state.BlockFaceShape; import net.minecraft.block.state.IBlockState; import net.minecraft.util.EnumBlockRenderType; import net.minecraft.util.EnumFacing; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class BlockStructureVoid extends Block { private static final AxisAlignedBB STRUCTURE_VOID_AABB = new AxisAlignedBB(0.3D, 0.3D, 0.3D, 0.7D, 0.7D, 0.7D); protected BlockStructureVoid() { super(Material.STRUCTURE_VOID); } /** * The type of render function called. MODEL for mixed tesr and static model, MODELBLOCK_ANIMATED for TESR-only, * LIQUID for vanilla liquids, INVISIBLE to skip all rendering */ public EnumBlockRenderType getRenderType(IBlockState state) { return EnumBlockRenderType.INVISIBLE; } @Nullable public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) { return NULL_AABB; } public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { return STRUCTURE_VOID_AABB; } /** * Used to determine ambient occlusion and culling when rebuilding chunks for render */ public boolean isOpaqueCube(IBlockState state) { return false; } public boolean isFullCube(IBlockState state) { return false; } @SideOnly(Side.CLIENT) public float getAmbientOcclusionLightValue(IBlockState state) { return 1.0F; } /** * Spawns this Block's drops into the World as EntityItems. */ public void dropBlockAsItemWithChance(World worldIn, BlockPos pos, IBlockState state, float chance, int fortune) { } public EnumPushReaction getMobilityFlag(IBlockState state) { return EnumPushReaction.DESTROY; } /** * Get the geometry of the queried face at the given position and state. This is used to decide whether things like * buttons are allowed to be placed on the face, or how glass panes connect to the face, among other things. *

* Common values are {@code SOLID}, which is the default, and {@code UNDEFINED}, which represents something that * does not fit the other descriptions and will generally cause other things not to connect to the face. * * @return an approximation of the form of the given face */ public BlockFaceShape getBlockFaceShape(IBlockAccess worldIn, IBlockState state, BlockPos pos, EnumFacing face) { return BlockFaceShape.UNDEFINED; } }