Interface FabricBlockStateModel

All Known Subinterfaces:
net.minecraft.client.renderer.block.dispatch.BlockStateModel, CompositeBlockStateModel
All Known Implementing Classes:
WrapperBlockStateModel

public interface FabricBlockStateModel
Interface for baked block state models that output geometry with enhanced rendering features. Can also be used to generate or customize geometry output based on level state.

Implementors should have a look at ModelHelper as it contains many useful functions.

Note: This interface is automatically implemented on BlockStateModel via Mixin and interface injection.

  • Method Summary

    Modifier and Type
    Method
    Description
    default @Nullable Object
    createGeometryKey(net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state, net.minecraft.util.RandomSource random)
    Creates a geometry key using the given context.
    default void
    emitQuads(QuadEmitter emitter, net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state, net.minecraft.util.RandomSource random, Predicate<@Nullable net.minecraft.core.Direction> cullTest)
    Produces this model's geometry.
    default boolean
    hasMaterialFlag(net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state, net.minecraft.util.RandomSource random, int flag)
    Extension of BlockStateModel.hasMaterialFlag(int) that accepts level state.
    default int
    materialFlags(net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state, net.minecraft.util.RandomSource random)
    Extension of BlockStateModel.materialFlags() that accepts level state.
    default net.minecraft.client.resources.model.sprite.Material.Baked
    particleMaterial(net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state)
    Extension of BlockStateModel.particleMaterial() that accepts level state.
  • Method Details

    • emitQuads

      default void emitQuads(QuadEmitter emitter, net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state, net.minecraft.util.RandomSource random, Predicate<@Nullable net.minecraft.core.Direction> cullTest)
      Produces this model's geometry. This method must be called instead of BlockStateModel.collectParts(RandomSource, List); the vanilla method should be considered deprecated as it may not produce accurate results. However, it is acceptable for a custom model to only implement the vanilla method as the default implementation of this method will delegate to it.

      Like BlockStateModel.collectParts(RandomSource, List), this method may be called outside of chunk rebuilds. For example, some entities and block entities render blocks. In some such cases, the provided position may be the nearest position and not actual position. In others, the provided level may be empty.

      If multiple independent subtasks use the provided random, it is recommended that implementations reseed the random using a predetermined value before invoking each subtask, so that one subtask's operations do not affect subsequent subtasks. For example, if a model collects geometry from multiple submodels, each submodel is considered a subtask and thus the random should be reseeded before collecting geometry from each submodel. See MultiPartModel.collectParts(RandomSource, List) for an example implementation of this.

      Implementations should rely on pre-baked meshes as much as possible and keep dynamic transformations to a minimum for performance.

      Implementations should generally also override createGeometryKey(BlockAndTintGetter, BlockPos, BlockState, RandomSource).

      Parameters:
      emitter - Accepts model output.
      level - Access to level state.
      pos - Position of block for model being rendered.
      state - Block state whose model was queried for geometry. This is not guaranteed to be the state corresponding to this model!
      random - Random object seeded per vanilla conventions. Do not cache or retain a reference.
      cullTest - A test that returns true for faces which will be culled and false for faces which may or may not be culled. Meant to be used to cull groups of quads or expensive dynamic quads early for performance. Early culled quads will likely not be added the emitter, so callers of this method must account for this. In general, prefer using MutableQuadView.cullFace(Direction) instead of this test.
      See Also:
    • createGeometryKey

      default @Nullable Object createGeometryKey(net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state, net.minecraft.util.RandomSource random)
      Creates a geometry key using the given context. A geometry key represents the exact geometry output from emitQuads(QuadEmitter, BlockAndTintGetter, BlockPos, BlockState, RandomSource, Predicate) when given the same parameters as this method and a cull test that always returns false. Geometry keys are intended to be used in a cache to avoid recomputing expensive transformations applied to a certain model's geometry.

      The geometry key must implement Object.equals(Object) and Object.hashCode(). The geometry key may be compared to the geometry key of any other model, not just those produced by this model instance, so care should be taken when selecting the type of the key. Generally, one class of model will want to make its own record class to use for geometry keys.

      A null key means that a geometry key does not exist for specifically the given context; a key may exist for a different context. It is always possible to create a key for any context, but some custom models may choose not to if doing so is too complex. Vanilla models correctly implement this method, but may return null when delegating to a submodel that returns null.

      Parameters:
      level - The level in which the block exists.
      pos - The position of the block in the level.
      state - The block state whose model was queried for a geometry key. This is not guaranteed to be the state corresponding to this model!
      random - Random object seeded per vanilla conventions.
      Returns:
      the geometry key, or null if one does not exist for the given context
      See Also:
    • particleMaterial

      default net.minecraft.client.resources.model.sprite.Material.Baked particleMaterial(net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state)
      Extension of BlockStateModel.particleMaterial() that accepts level state. This method will be invoked most of the time, but the vanilla method may still be invoked when no level context is available.

      If your model delegates to other BlockStateModels, ensure that it also delegates invocations of this method to its submodels as appropriate!

      Parameters:
      level - The level in which the block exists.
      pos - The position of the block in the level.
      state - The block state whose model was queried for the particle material. This is not guaranteed to be the state corresponding to this model!
      Returns:
      the particle material
    • materialFlags

      default int materialFlags(net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state, net.minecraft.util.RandomSource random)
      Extension of BlockStateModel.materialFlags() that accepts level state. This method will be invoked most of the time, but the vanilla method may still be invoked when no level context is available. Alternatively, this method may not be invoked at all; see the rest of this documentation for more details.

      If your model delegates to other BlockStateModels, ensure that it also delegates invocations of this method to its submodels as appropriate!

      This method exists solely for performance of dynamic models. It is acceptable and sometimes desirable for material flags to be "generalized"; in other words, it is functionally correct for a model to report that it has translucent or animated geometry even when it does not. It is up to the implementor of the model to decide how much the model should generalize its flags. This decision is primarily informed by how dynamic the model is and how often it is expected to be rendered. More generalized flags are cheaper to compute and use less context, but are less accurate, which can result in performance loss elsewhere in the rendering pipeline. As BlockStateModel.materialFlags() does not receive any context, it must return the most generalized flags, which must be functionally correct in all possible level contexts.

      The result of this method is inherently tied to the result of emitQuads(QuadEmitter, BlockAndTintGetter, BlockPos, BlockState, RandomSource, Predicate). It is required that, for some level context and an arbitrary cull test, applying ModelHelper.computeMaterialFlags(QuadView) to every quad output by emitQuads(QuadEmitter, BlockAndTintGetter, BlockPos, BlockState, RandomSource, Predicate) must produce flags that are at least as accurate as the result of this method. In other words, code that uses this model may, for performance reasons, inspect the geometry output and compute the material flags from it instead of calling this method, and this model must account for that.

      Parameters:
      level - The level in which the block exists.
      pos - The position of the block in the level.
      state - The block state whose model was queried for the particle material. This is not guaranteed to be the state corresponding to this model!
      random - The random object seeded per vanilla conventions.
      Returns:
      the material flags
    • hasMaterialFlag

      default boolean hasMaterialFlag(net.minecraft.client.renderer.block.BlockAndTintGetter level, net.minecraft.core.BlockPos pos, net.minecraft.world.level.block.state.BlockState state, net.minecraft.util.RandomSource random, int flag)
      Extension of BlockStateModel.hasMaterialFlag(int) that accepts level state. This method will be invoked most of the time, but the vanilla method may still be invoked when no level context is available. Alternatively, this method may not be invoked at all; see the rest of this documentation for more details.

      If you need to check this model's flags more than once in some context, call materialFlags(BlockAndTintGetter, BlockPos, BlockState, RandomSource) manually instead and perform the checks manually to avoid recomputing the flags for each check, which can be computationally expensive.

      This method should generally not be overridden.

      Parameters:
      level - The level in which the block exists.
      pos - The position of the block in the level.
      state - The block state whose model was queried for the particle material. This is not guaranteed to be the state corresponding to this model!
      random - The random object seeded per vanilla conventions.
      flag - The flag mask to check against.
      Returns:
      whether this model has the given material flag
      See Also: