@Environment(value=CLIENT) public class PlayerEntityRenderer extends LivingEntityRenderer<AbstractClientPlayerEntity,PlayerEntityModel<AbstractClientPlayerEntity>>
features, model
dispatcher, shadowOpacity, shadowRadius
Constructor and Description |
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PlayerEntityRenderer(EntityRenderDispatcher dispatcher) |
PlayerEntityRenderer(EntityRenderDispatcher dispatcher,
boolean bool) |
Modifier and Type | Method and Description |
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private static BipedEntityModel.ArmPose |
getArmPose(AbstractClientPlayerEntity abstractClientPlayerEntity,
Hand hand) |
Vec3d |
getPositionOffset(AbstractClientPlayerEntity abstractClientPlayerEntity,
float float2) |
Identifier |
getTexture(AbstractClientPlayerEntity abstractClientPlayerEntity) |
void |
render(AbstractClientPlayerEntity abstractClientPlayerEntity,
float float2,
float float3,
MatrixStack matrixStack,
VertexConsumerProvider vertexConsumerProvider,
int int2) |
private void |
renderArm(MatrixStack matrices,
VertexConsumerProvider vertexConsumers,
int light,
AbstractClientPlayerEntity player,
ModelPart arm,
ModelPart sleeve) |
protected void |
renderLabelIfPresent(AbstractClientPlayerEntity abstractClientPlayerEntity,
Text text,
MatrixStack matrixStack,
VertexConsumerProvider vertexConsumerProvider,
int int2) |
void |
renderLeftArm(MatrixStack matrices,
VertexConsumerProvider vertexConsumers,
int light,
AbstractClientPlayerEntity player) |
void |
renderRightArm(MatrixStack matrices,
VertexConsumerProvider vertexConsumers,
int light,
AbstractClientPlayerEntity player) |
protected void |
scale(AbstractClientPlayerEntity abstractClientPlayerEntity,
MatrixStack matrixStack,
float float2) |
private void |
setModelPose(AbstractClientPlayerEntity abstractClientPlayerEntity) |
protected void |
setupTransforms(AbstractClientPlayerEntity abstractClientPlayerEntity,
MatrixStack matrixStack,
float float2,
float float3,
float float4) |
addFeature, getAnimationCounter, getAnimationProgress, getHandSwingProgress, getLyingAngle, getModel, getOverlay, getRenderLayer, hasLabel, isShaking, isVisible
getBlockLight, getFontRenderer, getLight, getRenderManager, method_27950, shouldRender
public PlayerEntityRenderer(EntityRenderDispatcher dispatcher)
public PlayerEntityRenderer(EntityRenderDispatcher dispatcher, boolean bool)
public void render(AbstractClientPlayerEntity abstractClientPlayerEntity, float float2, float float3, MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int int2)
render
in class LivingEntityRenderer<AbstractClientPlayerEntity,PlayerEntityModel<AbstractClientPlayerEntity>>
public Vec3d getPositionOffset(AbstractClientPlayerEntity abstractClientPlayerEntity, float float2)
getPositionOffset
in class EntityRenderer<AbstractClientPlayerEntity>
private void setModelPose(AbstractClientPlayerEntity abstractClientPlayerEntity)
private static BipedEntityModel.ArmPose getArmPose(AbstractClientPlayerEntity abstractClientPlayerEntity, Hand hand)
public Identifier getTexture(AbstractClientPlayerEntity abstractClientPlayerEntity)
getTexture
in interface FeatureRendererContext<AbstractClientPlayerEntity,PlayerEntityModel<AbstractClientPlayerEntity>>
getTexture
in class EntityRenderer<AbstractClientPlayerEntity>
protected void scale(AbstractClientPlayerEntity abstractClientPlayerEntity, MatrixStack matrixStack, float float2)
scale
in class LivingEntityRenderer<AbstractClientPlayerEntity,PlayerEntityModel<AbstractClientPlayerEntity>>
protected void renderLabelIfPresent(AbstractClientPlayerEntity abstractClientPlayerEntity, Text text, MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int int2)
renderLabelIfPresent
in class EntityRenderer<AbstractClientPlayerEntity>
public void renderRightArm(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, AbstractClientPlayerEntity player)
public void renderLeftArm(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, AbstractClientPlayerEntity player)
private void renderArm(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, AbstractClientPlayerEntity player, ModelPart arm, ModelPart sleeve)
protected void setupTransforms(AbstractClientPlayerEntity abstractClientPlayerEntity, MatrixStack matrixStack, float float2, float float3, float float4)
setupTransforms
in class LivingEntityRenderer<AbstractClientPlayerEntity,PlayerEntityModel<AbstractClientPlayerEntity>>