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coffee.pygments/tests/examplefiles/mcschema/geometry.mcschema

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geometry:1.16.0:{
version "format_version"
bool "debug" : opt
array "minecraft:geometry"[1,*]
{
object "<any array element>"
{
object "description"
{
string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.
float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).
float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).
array "visible_bounds_offset"[3] : opt
{
float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).
}
int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.
int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.
}
string "cape" : opt
array "bones" : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.
{
object "<any array element>" : opt
{
string "name" // Animation files refer to this bone via this identifier.
string "parent" : opt // Bone that this bone is relative to. If the parent bone moves, this bone will move along with it.
array "pivot"[3] : opt
{
float "<any array element>" // The bone pivots around this point (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).
}
bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).
bool "debug" : opt
int "render_group_id"<0-*> : opt
array "cubes" : opt // This is the list of cubes associated with this bone.
{
object "<any array element>" : opt
{
array "origin"[3] : opt
{
float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).
}
array "size"[3] : opt
{
float "<any array element>" // The cube extends this amount relative to its origin (in model space units).
}
array "rotation"[3] : opt
{
float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.
}
array "pivot"[3] : opt
{
float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box.
}
float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.
bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.
array "uv"[2] : opt
{
float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.
}
object "uv" : opt // This is an alternate per-face uv mapping which specifies each face of the cube. Omitting a face will cause that face to not get drawn.
{
object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis
{
array "uv"[2]
{
float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.
}
array "uv_size"[2] : opt
{
float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.
}
string "material_instance" : opt
}
}
}
}
molang "binding" : opt // useful for items. A molang expression specifying the bone name of the parent skeletal hierarchy that this bone should use as the root transform. Without this field it will look for a bone in the parent entity with the same name as this bone. If both are missing, it will assume a local skeletal hierarchy (via the "parent" field). If that is also missing, it will attach to the owning entity's root transform.
object "locators" : opt
{
array "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
float "<any array element>" : opt // Position of the locator in model space.
}
object "<identifier>" : opt // This is a list of locators associated with this bone. A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).
{
array "offset"
{
float "<any array element>" : opt // Position of the locator in model space.
}
array "rotation"
{
float "<any array element>" : opt // Rotation of the locator in model space.
}
bool "ignore_inherited_scale" : opt // Discard scale inherited from parent bone.
}
}
object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object. Can be used in conjunction with cubes and texture geometry.
{
bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1]. If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.
array "positions" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex positions for the mesh. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.
}
}
array "normals" : opt
{
array "<any array element>"[3] : opt
{
float "<any array element>" // Vertex normals. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.
}
}
array "uvs" : opt
{
array "<any array element>"[2] : opt
{
float "<any array element>" // Vertex UVs. Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.
}
}
array "polys"
{
array "<any array element>"[3,4] : opt
{
array "<any array element>"[3]
{
float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).
}
}
}
string "polys"<"tri_list", "quad_list"> // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"
}
array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes
{
object "<any array element>"
{
string "texture" // The friendly-named texture to use.
array "position"[3] : opt
{
float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry
}
array "local_pivot"[3] : opt
{
float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry
}
array "rotation"[3] : opt
{
float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset
}
array "scale"[3] : opt
{
float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset
}
}
}
}
}
}
}
}