All Classes and Interfaces
Class
Description
Immersive that's used for dragging between hitboxes, such as trapdoors.
Abstract immersive anything
Hacked extends of AbstractVRHandTracker that's intended to be used for both hands instead of one
A representation of a box for collision and similar detection purposes.
Representation of a built Immersive made using an
ImmersiveBuilder
.An implementation of
ImmersiveInfo
provided by ImmersiveMC that's used with Immersives built via
ImmersiveBuilder
.Base class for infos that Immersives constructed with the builder can use.
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.
Info for Immersives that work by going to a hitbox, then dragging to other hitboxes, such as trapdoors.
Enum used for vertical-forcing the direction of an item being rendered in the world.
An object representing one hitbox for an
Immersive
.A class containing methods to create
HitboxInfo
instances.The type of relative positioning to use for an Immersive built with
ImmersiveBuilder
.Represents the client-side implementation of a block-based Immersive implementation.
An alternative to
Immersive
to make (block-based) Immersives with much less effort, while still getting
a significant amount of flexibility.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 a block-based 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
ImmersiveInfo's are effectively containers of data for
Immersive
s.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.
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.
Attached to immersive infos to signify that they have hitboxes that should only activate
when holding the trigger while in VR.
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.
A version of the
ImmersiveHandler
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 holding both a position and pitch/yaw/roll.
A built relative hitbox.
A builder for
RelativeHitboxInfo
instances.A place to keep
NetworkStorage
instances.The result of swapping
ItemStack
s between the player and an Immersive, usually by interacting with
a hitbox of the Immersive that can hold items.An object that can be written to and from NBT used with a
WorldStorageHandler
.An
ImmersiveHandler
that saves and loads from world save data using WorldStorage
instances.Contains methods for interacting with ImmersiveMC's WorldStorage system.