Minecraft Ocean Physics | Physics Mod 1.19.3 (v...
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Sometimes Minecraft mods just look like April Fools' jokes. I mean, how can you have proper physics in Minecraft? How can you have blocks which break into pieces, Minecraft mobs with accurate rogdolls, and caves which collapse naturally? But that's exactly what the Physics Mod does, and the effects are quite spectacular.
Physics (ItemPhysic) 1.19.4-1.12.2 mod will make the animation in the game more realistic. It contains more than 100 realistic animations, particle movements, additional elements on objects and some blocks, as well as other subtle improvements. The texture will get realistic physics and even look like real particle interactions. (adsbygoogle=window.adsbygoogle||[]).push({}); For example, you can notice how the lava will no longer stand in one place, now it will really move down from the top. Additionally, It contains other 3d animations that are striking in their realism. Your gameplay will be filled with physical features that make survival and adventure much more diverse.
This is one of the few shader packs that pays more attention to small things. So you can add realism to the game even playing with standard textures. Any biome or NetherWorld will get more physics of rays, refraction of light on the horizon, well-designed shadows and many other features, more about which you can find out in the game.
This method is equal to getRelative(face, 1)Parameters:face - Face of this block to returnReturns:Block at the given faceSee Also:getRelative(BlockFace, int)getRelative@NotNullBlock getRelative(@NotNullBlockFace face,int distance)Gets the block at the given distance of the given faceFor example, the following method places water at 100,102,100; twoblocks above 100,100,100. Block block = world.getBlockAt(100, 100, 100); Block shower = block.getRelative(BlockFace.UP, 2); shower.setType(Material.WATER); Parameters:face - Face of this block to returndistance - Distance to get the block atReturns:Block at the given facegetType@NotNullMaterial getType()Gets the type of this blockReturns:block typegetLightLevelbyte getLightLevel()Gets the light level between 0-15Returns:light levelgetLightFromSkybyte getLightFromSky()Get the amount of light at this block from the sky.Any light given from other sources (such as blocks like torches) willbe ignored.Returns:Sky light levelgetLightFromBlocksbyte getLightFromBlocks()Get the amount of light at this block from nearby blocks.Any light given from other sources (such as the sun) will be ignored.Returns:Block light levelgetWorld@NotNullWorld getWorld()Gets the world which contains this BlockReturns:World containing this blockgetXint getX()Gets the x-coordinate of this blockReturns:x-coordinategetYint getY()Gets the y-coordinate of this blockReturns:y-coordinategetZint getZ()Gets the z-coordinate of this blockReturns:z-coordinategetLocation@NotNullLocation getLocation()Gets the Location of the blockReturns:Location of blockgetLocation@Contract("null -> null; !null -> !null")@NullableLocation getLocation(@NullableLocation loc)Stores the location of the block in the provided Location object.If the provided Location is null this method does nothing and returnsnull.Parameters:loc - the location to copy intoReturns:The Location object provided or nullgetChunk@NotNullChunk getChunk()Gets the chunk which contains this blockReturns:Containing ChunksetBlockDatavoid setBlockData(@NotNullBlockData data)Sets the complete data for this blockParameters:data - new block specific datasetBlockDatavoid setBlockData(@NotNullBlockData data,boolean applyPhysics)Sets the complete data for this blockNote that applyPhysics = false is not in general safe. It should only beused when you need to avoid triggering a physics update of neighboringblocks, for example when creating a Bisected block. If you areusing a custom populator, then this parameter may also be required toprevent triggering infinite chunk loads on border blocks. This methodshould NOT be used to "hack" physics by placing blocks in impossiblelocations. Such blocks are liable to be removed on various events such asworld upgrades. Furthermore setting large amounts of such blocks in closeproximity may overload the server physics engine if an update istriggered at a later point. If this occurs, the resulting behavior isundefined.Parameters:data - new block specific dataapplyPhysics - false to cancel physics from the changed blocksetTypevoid setType(@NotNullMaterial type)Sets the type of this blockParameters:type - Material to change this block tosetTypevoid setType(@NotNullMaterial type,boolean applyPhysics)Sets the type of this blockNote that applyPhysics = false is not in general safe. It should only beused when you need to avoid triggering a physics update of neighboringblocks, for example when creating a Bisected block. If you areusing a custom populator, then this parameter may also be required toprevent triggering infinite chunk loads on border blocks. This methodshould NOT be used to "hack" physics by placing blocks in impossiblelocations. Such blocks are liable to be removed on various events such asworld upgrades. Furthermore setting large amounts of such blocks in closeproximity may overload the server physics engine if an update istriggered at a later point. If this occurs, the resulting behavior isundefined.Parameters:type - Material to change this block toapplyPhysics - False to cancel physics on the changed block.getFace@NullableBlockFace getFace(@NotNullBlock block)Gets the face relation of this block compared to the given block.For example: Block current = world.getBlockAt(100, 100, 100); Block target = world.getBlockAt(100, 101, 100); current.getFace(target) == BlockFace.Up; If the given block is not connected to this block, null may be returnedParameters:block - Block to compare against this blockReturns:BlockFace of this block which has the requested block, or nullgetState@NotNullBlockState getState()Captures the current state of this block. You may then cast that stateinto any accepted type, such as Furnace or Sign.The returned object will never be updated, and you are not guaranteedthat (for example) a sign is still a sign after you capture its state.Returns:BlockState with the current state of this block.getBiome@NotNullBiome getBiome()Returns the biome that this block resides inReturns:Biome type containing this blocksetBiomevoid setBiome(@NotNullBiome bio)Sets the biome that this block resides inParameters:bio - new Biome type for this blockisBlockPoweredboolean isBlockPowered()Returns true if the block is being powered by Redstone.Returns:True if the block is powered.isBlockIndirectlyPoweredboolean isBlockIndirectlyPowered()Returns true if the block is being indirectly powered by Redstone.Returns:True if the block is indirectly powered.isBlockFacePoweredboolean isBlockFacePowered(@NotNullBlockFace face)Returns true if the block face is being powered by Redstone.Parameters:face - The block faceReturns:True if the block face is powered.isBlockFaceIndirectlyPoweredboolean isBlockFaceIndirectlyPowered(@NotNullBlockFace face)Returns true if the block face is being indirectly powered by Redstone.Parameters:face - The block faceReturns:True if the block face is indirectly powered.getBlockPowerint getBlockPower(@NotNullBlockFace face)Returns the redstone power being provided to this block faceParameters:face - the face of the block to query or BlockFace.SELF for theblock itselfReturns:The power level.getBlockPowerint getBlockPower()Returns the redstone power being provided to this blockReturns:The power level.isEmptyboolean isEmpty()Checks if this block is empty.A block is considered empty when getType() returns Material.AIR.Returns:true if this block is emptyisLiquidboolean isLiquid()Checks if this block is liquid.A block is considered liquid when getType() returns Material.WATER or Material.LAVA.Returns:true if this block is liquidgetTemperaturedouble getTemperature()Gets the temperature of this block.If the raw biome temperature without adjusting for height effects isrequired then please use World.getTemperature(int, int).Returns:Temperature of this blockgetHumiditydouble getHumidity()Gets the humidity of the biome of this blockReturns:Humidity of this blockgetPistonMoveReaction@NotNullPistonMoveReaction getPistonMoveReaction()Returns the reaction of the block when moved by a pistonReturns:reactionbreakNaturallyboolean breakNaturally()Breaks the block and spawns items as if a player had digged it regardlessof the tool.Returns:true if the block was destroyedbreakNaturallyboolean breakNaturally(@NullableItemStack tool)Breaks the block and spawns items as if a player had digged it with aspecific toolParameters:tool - The tool or item in hand used for diggingReturns:true if the block was destroyedapplyBoneMealboolean applyBoneMeal(@NotNullBlockFace face)Simulate bone meal application to this block (if possible).Parameters:face - the face on which bonemeal should be appliedReturns:true if the block was bonemealed, false otherwisegetDrops@NotNullCollection getDrops()Returns a list of items which would drop by destroying this blockReturns:a list of dropped items for this type of blockgetDrops@NotNullCollection getDrops(@NullableItemStack tool)Returns a list of items which would drop by destroying this block witha specific toolParameters:tool - The tool or item in hand used for diggingReturns:a list of dropped items for this type of blockgetDrops@NotNullCollection getDrops(@NotNullItemStack tool,@NullableEntity entity)Returns a list of items which would drop by the entity destroying thisblock with a specific toolParameters:tool - The tool or item in hand used for diggingentity - the entity destroying the blockReturns:a list of dropped items for this type of blockisPreferredToolboolean isPreferredTool(@NotNullItemStack tool)Returns if the given item is a preferred choice to break this Block.In some cases this determines if a block will drop anything or extraloot.Parameters:tool - The tool or item used for breaking this blockReturns:true if the tool is preferred for breaking this block.getBreakSpeedfloat getBreakSpeed(@NotNullPlayer player)Gets the speed at which the given player would break this block, takinginto account tools, potion effects, whether or not the player is inwater, enchantments, etc.The returned value is the amount of progress made in breaking the blockeach tick. When the total breaking progress reaches 1.0f, theblock is broken. Note that the break speed can change in the course ofbreaking a block, e.g. if a potion effect is applied or expires, or theplayer jumps/enters water.Parameters:player - player breaking the blockReturns:the speed at which the player breaks this blockisPassableboolean isPassable()Checks if this block is passable.A block is passable if it has no colliding parts that would preventplayers from moving through it.Examples: Tall grass, flowers, signs, etc. are passable, but open doors,fence gates, trap doors, etc. are not because they still have parts thatcan be collided with.Returns:true if passablerayTrace@NullableRayTraceResult rayTrace(@NotNullLocation start,@NotNullVector direction,double maxDistance,@NotNullFluidCollisionMode fluidCollisionMode)Performs a ray trace that checks for collision with this specific blockin its current state using its precise collision shape.Parameters:start - the start locationdirection - the ray directionmaxDistance - the maximum distancefluidCollisionMode - the fluid collision modeReturns:the ray trace hit result, or null if there is no hitgetBoundingBox@NotNullBoundingBox getBoundingBox()Gets the approximate bounding box for this block.This isn't exact as some blocks Stairscontain many bounding boxes to establish their complete form.Also, the box may not be exactly the same as the collision shape (such ascactus, which is 16/16 of a block with 15/16 collisional bounds).This method will return an empty bounding box if the geometric shape ofthe block is empty (such as air blocks).Returns:the approximate bounding box of the blockgetCollisionShape@NotNullVoxelShape getCollisionShape()Gets the collision shape of this block.Returns:a VoxelShape representing the collision shape of thisblock.canPlaceboolean canPlace(@NotNullBlockData data)Checks if this block is a valid placement location for the specifiedblock data.Parameters:data - the block data to checkReturns:true if the block data can be placed hereCopyright © 2023. 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