All Classes and Interfaces

Class
Description
Mixin into AABB to add asOBB() and asAABB() implementation methods for BoundingBox.
 
 
 
 
 
 
Immersive that's used for dragging between hitboxes, such as trapdoors.
 
 
 
 
 
 
 
 
 
Ticker system to perform something each tick.
 
Interface that can be attached to BlockBasedImmersiveHandler instances to perform some action after storage information is sent to the client.
 
 
 
 
 
 
 
 
 
 
 
 
 
Assertion failure exception.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents the client-side implementation of a block-based Immersive implementation.
An alternative to BlockBasedImmersive to make (block-based) Immersives with much less effort, while still getting a significant amount of flexibility.
 
The ImmersiveHandler for block-based Immersives.
The ImmersiveInfo implementation for block-based Immersives.
 
 
Something that can be interacted with in a book.
Something that can be rendered in a book.
 
 
A representation of a box for collision and similar detection purposes.
 
 
Representation of a built Immersive made using an BlockBasedImmersiveBuilder.
 
An implementation of BlockBasedImmersiveInfo provided by ImmersiveMC that's used with Immersives built via BlockBasedImmersiveBuilder.
Base class for infos that Immersives constructed with the builder can use.
Render state for BuiltBlockBasedImmersive.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Storage for syncing chest contents.
 
 
 
 
 
 
 
 
 
 
Data used only by the client for a book that can be used in Immersives.
 
LecternData, but contains ClientBookData instead of its common variety and supports merging data sent from the server.
 
 
 
 
 
 
Data used by both the client and server (if the server is needed) for a book that can be used in Immersives.
 
 
 
Contains data for CompatModules.
Compatibility module to allow us to easily add mod integration that fails gracefully.
 
 
Handles converting the old config format to the new one.
 
Syncs config data and information about the ImmersiveMC state between the server and client.
 
Handles upgrading between config formats for both common and client configs.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A class that holds data and handles tick logic to replicate VR functionality outside VR.
 
 
 
Info for Immersives that work by going to a hitbox, then dragging to other hitboxes, such as trapdoors.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A functional interface for BuiltBlockBasedImmersives for providing additional rendering functionality.
 
 
 
 
 
Enum used for vertical-forcing the direction of an item being rendered in the world.
 
Tests functionality of furnace handler.
 
 
 
 
 
 
 
 
 
 
 
An object representing one hitbox for an BlockBasedImmersive.
A class containing methods to create HitboxInfo instances.
 
 
A functional interface for BuiltBlockBasedImmersives for determining what should happen when a hitbox is interacted with.
 
The type of relative positioning to use for an Immersive built with BlockBasedImmersiveBuilder.
An object representing VR movement detection.
Creates info for determining movement in VR for use with the RelativeHitboxInfoBuilders used for creating BlockBasedImmersiveBuilders.
The controllers to detect for passing the threshold for movement.
 
 
 
Represents the client-side implementation of an Immersive.
 
 
 
Contains functions to retrieve constants used by ImmersiveMC.
 
ImmersiveLogicHelpers, but the player is always assumed to be the local player, and the world/level is the one that player occupies.
 
An object that contains info for placing information on ImmersiveMC's config screen.
 
 
While an Immersive defines how a client should work with an Immersive, an ImmersiveHandler handles both the server-half of a block-based Immersive, along with the shared, common portion.
 
Used for hitboxes attached to the player
 
 
ImmersiveInfos are effectively containers of data for Immersives.
 
 
Contains helpful methods that ensure the ImmersiveMC "style" is kept throughout API-implementors that wish to implement it, while also making the life of API-implementors easier.
 
 
 
Contains methods for registering Immersives to ImmersiveMC.
 
 
Holds ALL the save data for ImmersiveMC for a given world/dimension.
Contains methods relating to ImmersiveMC itself, rather than an individual API feature of ImmersiveMC.
 
Uses SavedData to hold player storage
Contains methods for registering Immersives with ImmersiveMC.
An event that can be fired at any time, but is only fired once for each object type.
 
 
Contains several methods to help with rendering Immersives into the world.
 
State for rendering a ImmersiveInfo.
 
 
 
 
 
 
Attached to immersive infos to signify that they have hitboxes that should only activate when holding the trigger while in VR.
 
 
 
 
 
 
Contains the data for item guide coloring.
 
 
 
Holds data for multi-color presets to not constantly create lists every time colors are retrieved.
 
 
 
Functions both as WorldStorage for saving server side and as a NetworkStorage for sending items to the client.
 
Encapsulates the data used to determine how many items are being swapped for this swap.
 
 
 
 
Represents data about a lectern.
 
 
 
 
 
 
 
 
 
 
 
A supplier that caches the value after the first retrieval.
 
 
A version of the BlockBasedImmersiveHandler with support for multiblock structures.
 
 
 
 
 
An object that can be written into and out of a buffer.
 
 
Used so slotsChanged() calls can be ignored
 
Represents an OBB, aka an Oriented Bounding Box.
 
Factory to create OBB instances.
 
Oriented Bounding Box.
Record containing a rotation for an OBB.
 
 
 
 
 
 
An object that defines how an entity should handle being pet.
 
 
 
 
Represents the client-side implementation of a player-attachment Immersive implementation.
The ImmersiveHandler for player-attachment Immersives.
The ImmersiveInfo implementation for player-attachment Immersives.
An object holding both a position and pitch/yaw/roll.
 
 
 
 
 
 
A built relative hitbox.
A builder for RelativeHitboxInfo instances.
 
 
 
 
 
 
 
 
 
A NetworkStorage that runs a handler when received by the other side.
 
 
 
 
 
 
 
 
A place to keep NetworkStorage instances.
 
 
 
 
 
 
 
 
The type of swap that should be performed.
The result of swapping ItemStacks between the player and an Immersive, usually by interacting with a hitbox of the Immersive that can hold items.
 
 
 
 
 
 
Class for tests run by Tests.
 
 
Meta test to ensure a good amount of the test framework works
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
An object that can be written to and from NBT used with a WorldStorageHandler.
An BlockBasedImmersiveHandler that saves and loads from world save data using WorldStorage instances.
Contains methods for interacting with ImmersiveMC's WorldStorage system.
 
Something that can store book data, a book, and has a callback for when the page changes from clicking a style in the book.
Some helpers used with both the written book Immersive and the lectern Immersive.