package net.minecraft.block; import javax.annotation.Nullable; 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; public class BlockAir extends Block { protected BlockAir() { super(Material.AIR); } /** * 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; } /** * Used to determine ambient occlusion and culling when rebuilding chunks for render */ public boolean isOpaqueCube(IBlockState state) { return false; } public boolean canCollideCheck(IBlockState state, boolean hitIfLiquid) { return false; } /** * Spawns this Block's drops into the World as EntityItems. */ public void dropBlockAsItemWithChance(World worldIn, BlockPos pos, IBlockState state, float chance, int fortune) { } /** * Whether this Block can be replaced directly by other blocks (true for e.g. tall grass) */ public boolean isReplaceable(IBlockAccess worldIn, BlockPos pos) { return true; } public boolean isFullCube(IBlockState state) { return false; } /** * 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; } }