Blocks

From Minecraft Parkour Wiki

A Block is a basic unit of structure occupying space in the world.


A Collision Box is a solid volume of space that the player is not meant to pass through, which consists of one or multiple Bounding Boxes, which are axis-aligned cuboids. Entities have their own bounding box, but are not treated as solid space (except for boats).

  • Not to confuse with a Hitbox, which is a volume of space that a player can interact with (attack, mine, right-click...).
  • Also not to confuse with a Model, which is simply the graphical representation of a block / entity on screen.
  • Finally, some blocks have their own "effect box", such as fluids, ladders, cacti, pressure plates... All of which are coded and applied differently.


For example: a button has no collision box, as the player can walk through one, but has a hitbox which the player can click on.

Another example: a barrier block has overlapping bounding box and hitbox, but is hard-coded to have no model.



This article lists the collision boxes and properties of all blocks in 1.8.

Blocks with particular properties and/or no collision boxes are presented on their own articles.

Images were taken with Blockbench, or from the Minecraft wiki.


Resources:

  • BetterParkourModels, a resource pack that modifies models to be slightly more accurate.
  • BetterParkourModels+, an faithful update to BPM that corrects and adds some models (made by Fuzzbearplush).
  • TrueModels, an alternative resource pack that reworks models to look accurate and natural.


Simple Collision Boxes

Collision boxes that consist of a single bounding box. Blocks are ordered by length, then width, then height.

Block Widths (b) Height (b) Comments Model
Wall (4-sided) 1 × 1 1.5 Adjacent blocks must be solid, walls, or fencegates.
Default 1 × 1 1
Soulsand 1 × 1 0.875 Looks like a full block, but is actually 2 px lower.

Slows down entities walking on top of it.

End Portal Frame 1 × 1 0.8125
Enchantment Table 1 × 1 0.75
Bed block 1 × 1 0.5625 The bottom doesn't look tangible, but it actually is.
Slab 1 × 1 0.5 Inversible.
Daylight Sensor 1 × 1 0.375
Trapdoor (horizontal) 1 × 1 0.1875 Inversible.

Can be flipped to its vertical variant.

Repeater 1 × 1 0.125
Carpet 1 × 1 0.0625
Lily Pad 1 × 1 0.015625 Is ¼ of a pixel in height.
Snow Layer 1 × 1 0

0.125

0.25

0.375

0.5

0.625

0.75

0.875

Snow layers look 2 pixels higher than their real height.

Despite having no height, a single layer of snow is tangible.

Wall (3-sided) 1 × 0.75 1.5 Orientable (4 variants).

Adjacent blocks must be solid, walls, or fencegates.

Anvil 1 × 0.75 1 Centered. Orientable (2 variants).

Looks thinner than it actually is.

Piston Base (Powered) 1 × 0.75 1 Orientable (4 variants).
Wall (2-opposite) 1 × 0.375 1.5 Centered. Orientable (2 variants).

Adjacent blocks must be solid, walls, or fencegates.

Placing a block on top of it doesn't change its collision box,

despite its appearance being different.

Fence (2-opposite) 1 × 0.25 1.5 Centered. Orientable (2 variants).

Adjacent blocks must be solid, fences, or fencegates.

Fencegate 1 × 0.25 1.5 Centered. Orientable (2 variants).

Can be flipped to a variant with no collision box.

Trapdoor (vertical) 1 × 0.1875 1 Orientable, Inversible (8 variants).

Can be flipped to its horizontal variant.

Door 1 × 0.1875 1 Orientable (4 variants).

Can be flipped to another variant.

Ladder 1 × 0.125 1 Orientable (4 variants).

Can be climbed by entities.

Pane (2-opposite) 1 × 0.125 1 Centered. Orientable (2 variants).

Adjacent blocks must be solid, or panes/bars.

Chest (long) 0.9375 × 0.875 0.875 Must be next to another chest.
Dragon Egg 0.875 × 0.875 1 Centered.

Looks drastically different from its collision box.

Cactus 0.875 × 0.875 0.9375 Centered.

Hurts entities close to it.

Chest 0.875 × 0.875 0.875 Centered.
Cake 0.875 × 0.875

0.875 × 0.75

0.875 × 0.625

0.875 × 0.5

0.875 × 0.375

0.875 × 0.25

0.875 × 0.125

0.5 The full cake is centered.

Each bite takes away 0.125b from the West (-X)

Wall (2-adjacent) 0.75 × 0.75 1.5 Orientable (4 variants).

Adjacent blocks must be solid, walls, or fencegates.

Wall (1-sided) 0.75 × 0.5 1.5 Orientable (4 variants).

Adjacent block must be solid, a wall, or a fencegate.

Fence (1-sided) 0.625 × 0.25 1.5 Orientable (4 variants).

Adjacent block must be solid, a fences, or a fencegate.

Wall (default) 0.5 × 0.5 1.5 Centered.
Cocoa (big) 0.5 × 0.5 Low: 0.1875

Top: 0.75

Orientable (4 variants).

1 pixel away from the wall it's attached to.

Trivia: the top texture is only 7 pixels wide.

Head (walled) 0.5 × 0.5 Low: 0.25

Top: 0.75

Orientable (4 variants).
Head (default) 0.5 × 0.5 0.5 Centered.

A head can be placed diagonally (16 variants total),

but the collision box doesn't change.

Pane (1-sided) 0.5 × 0.125 1 Orientable (4 variants).

Appears 1 pixel longer than it really is.

Adjacent block must be solid, or a pane/bar.

Cocoa (medium) 0.375 × 0.375 Low: 0.3125

Top: 0.75

Orientable (4 variants).

1 pixel away from the wall it's attached to.

Flowerpot 0.375 × 0.375 0.375 Centered.
Fence (default) 0.25 × 0.25 1.5 Centered.
Cocoa (small) 0.25 × 0.25 Low: 0.4375

Top: 0.75

Orientable (4 variants).

1 pixel away from the wall it's attached to.


Composite Collision Boxes

Collision boxes that consist of two or more bounding boxes.

"Except" represents an intangible zone rather than a tangible one (simpler to describe that listing all bounding boxes)

Block Widths (b) Height (b) Comments Model
Stair (normal) Base: 1 × 1

Top: 1 × 0.5

Base: 0.5

Top: 1

Orientable, Inversible (8 variants).
Stair (outer) Base: 1 × 1

Top: 0.5 × 0.5

Base: 0.5

Top: 1

Orientable, Inversible (8 variants).

Depends on adjacent stair blocks.

Stair (inner) Base: 1 × 1

Except: -0.5 × -0.5

Base: 1

Except: -0.5

Orientable, Inversible (8 variants).

Depends on adjacent stair blocks.

End Portal Frame (eye) Base: 1 × 1

Eye: 0.375 × 0.375

Base: 0.8125

Eye: 1

The eye looks bigger than it is.

(Appears 8 px in width, but is actually 6 px wide)

Hopper Base: 1 × 1

Except: -0.75 × -0.75

Base: 1

Except: -0.375

The bottom doesn't look tangible, but it actually is.

The interior floor is 1 pixel lower than it looks.

Cauldron Base: 1 × 1

Except: -0.75 × -0.75

Base: 1

Except: -0.6875

The bottom doesn't look tangible, but it actually is.

The interior floor is 1 pixel higher than it looks

Brewing Stand Base: 1 × 1

Rod: 0.125 × 0.125

Base: 0.125

Rod: 0.875

The base looks very different from its bounding box.
Piston Head (Vertical) Head: 1 × 1

Arm: 0.25 × 0.25

Head: 0.25

Top: 1

Centered. Inversible.

The arm is shorter than it looks (model extended by 4px).

Piston Head (N/S/E) Head: 1 × 0.25

Arm: 0.75 × 0.5

Head: 1

Arm-Low: 0.375

Arm-Top: 0.625

Orientable (3 variants). Accurate model.

The arm is wider than it looks (0.5m width).

The arm is shorter than it looks (model extended by 4px).

Piston Head (West) Head: 1 × 0.25

Arm: 0.75 × 0.25

Head: 1

Arm-Low: 0.25

Arm-Top: 0.75

Bugged (fixed in 1.9). Accurate model.

The player can walk through a west extended piston.

In 1.9, piston heads were changed to match their model.

Fence (4-sided) Post: 0.25 × 0.25

Sides: 0.375 × 0.25

1.5 Adjacent blocks must be solid, fences, or fencegates.
Fence (3-sided) Post: 0.25 × 0.25

Sides: 0.375 × 0.25

1.5 Orientable (4 variants).

Adjacent blocks must be solid, fences, or fencegates.

Fence (2-adjacent) Post: 0.25 × 0.25

Sides: 0.375 × 0.25

1.5 Orientable (4 variants).

Adjacent blocks must be solid, fences, or fencegates.

Pane (Default / 4-sided) Sides: 0.5 × 0.125 1 Adjacent blocks must be solid, or panes/bars.
Pane (3-sided) Sides: 0.5 × 0.125 1 Orientable (4 variants).

Adjacent blocks must be solid, or panes/bars.

Pane (2-adjacent) Sides: 0.5 × 0.125 1 Orientable (4 variants).

Adjacent blocks must be solid, or panes/bars.

The exterior corner has a 1px wide opening

(despite the model showing a clean 90° corner).


Other

Block Widths (b) Height (b) Comments Model
Boat 1.5 x 1.5 0.6 Entity.