#Block Model & Transformation Bugs

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long glade
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Update: all noted bugs have been fixed by Preview 1.21.20.21! 🎉

I'd said recently there were a number of bugs with the minecraft:transformation component on blocks. I finally took an hour or two to (kinda) figure them out and report them:

Also, there's:

  • Vanilla full block geometry down face flipped over x and z compared to blocks.json equivalent
  • Geometry safe zone, collision box, and selection box checked before transformations are applied
real olive
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Block transformation component can't rotate vanilla full block geometry - this is known. some fixes happened last month and it looks like more fixes happened last week so you may see this in this week's Preview

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Same with culling - the rotation of that is also known and part of the above

long glade
real olive
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I think so?

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but thanks for these. I'll keep monitoring them internally

tulip plaza
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Ya'll actively working on this component?

real olive
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transformation is relatively stable - other than the pivot_point addition we're making. But it's the "unit_cube" stuff that's in progress as we bring more of the capabilities of "unit_cube" online for creators to use.

tulip plaza
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Makes sense. Any chance we get the rotation property in block geometries any time soon? I mean, right now is possible if you divide a cube on it's 6 faces.

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I find this topic related, as the transformation component progress may somehow open the doors to that

long glade
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Rotation of minecraft:geometry.full_block has been fixed. The remaining 2 are still present.

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However, I think there are 2 more bugs for me to report.

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Block Model & Transformation Bugs

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Added "Vanilla full block geometry down face flipped over x and z compared to blocks.json equivalent". (This is known and reported but not publicly linkable.)

long glade
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And finally, one more: "Geometry safe zone, collision box, and selection box checked before transformations are applied".

The system that's used to make sure a geometry is within a block's safe zones actually checks the geometry before transformations are applied to it. And this safety check also occurs with the collision and selection box components, making sure their configured values fit within the unit cube before actually running transformations on them.

This means that it's impossible to do things like proper shear transforms and is therefore impossible to correctly replicate vanilla torches. @tulip plaza, this is the bug behind your problems yesterday.

To @real olive: this should be the final issue on my list for bugs or oversights with minecraft:transformation. All the others have been reported. Should I spend the time making a more formal report on JIRA?

real olive
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I'll compile these and send them over to the devs. Thank you!

tulip plaza
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Will recreate my torch with the Java-like model then.