🗃️ Structures#

Data structures for parsed file content.

🧊 Models#

Data structures for 3D model content.

🧱 Textures#

Data structures for textures.

class Texture[source]#

Bases: ABC

Base class for texture data.

abstract property image: bytes#
abstract property linear_size: int#
class DefaultTexture(uncompressed=<factory>, compressed=<factory>, mipmaps=<factory>)[source]#

Bases: Texture

Standard 2D texture with mipmaps.

uncompressed: list[int]#
compressed: list[int]#
mipmaps: list[bytes]#
property image#
property linear_size#
class CubemapTexture(uncompressed=<factory>, compressed=<factory>, faces=<factory>)[source]#

Bases: Texture

Cubemap texture with face separated mipmaps.

uncompressed: list[list[int]]#
compressed: list[list[int]]#
faces: list[list[bytes]]#
property image#
property linear_size#

🗺 Regions#

Data structures for world regions.

class ChunkHeader(full_size=0, blocks_mask=0, add_mask=0, fixed_size=0, compressed_size=0)[source]#

Header of compressed world chunk.

full_size: int = 0#
blocks_mask: int = 0#
add_mask: int = 0#
fixed_size: int = 0#
compressed_size: int = 0#
class RegionChunk(index=0, header=<factory>, blocks=<factory>, meta=<factory>, light=<factory>, add=<factory>, extra=<factory>)[source]#

World terrain chunk.

index: int = 0#
header: ChunkHeader#
blocks: bytes#
meta: bytes#
light: bytes#
add: bytes#
extra: bytes#