Package net.minecraft.client.render.item
Class HeldItemRenderer
java.lang.Object
net.minecraft.client.render.item.HeldItemRenderer
@Environment(CLIENT) public class HeldItemRenderer extends Object
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Field Summary
Fields Modifier and Type Field Description private MinecraftClient
client
private float
equipProgressMainHand
private float
equipProgressOffHand
private ItemRenderer
itemRenderer
private ItemStack
mainHand
private static RenderLayer
MAP_BACKGROUND
private static RenderLayer
MAP_BACKGROUND_CHECKERBOARD
private ItemStack
offHand
private float
prevEquipProgressMainHand
private float
prevEquipProgressOffHand
private EntityRenderDispatcher
renderManager
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Constructor Summary
Constructors Constructor Description HeldItemRenderer(MinecraftClient client)
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Method Summary
Modifier and Type Method Description private void
applyEatOrDrinkTransformation(MatrixStack matrices, float tickDelta, Arm arm, ItemStack stack)
private void
applyEquipOffset(MatrixStack matrices, Arm arm, float equipProgress)
private void
applySwingOffset(MatrixStack matrices, Arm arm, float swingProgress)
private float
getMapAngle(float tickDelta)
private void
renderArm(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, Arm arm)
private void
renderArmHoldingItem(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, float equipProgress, float swingProgress, Arm arm)
private void
renderFirstPersonItem(AbstractClientPlayerEntity player, float tickDelta, float pitch, Hand hand, float swingProgress, ItemStack item, float equipProgress, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light)
private void
renderFirstPersonMap(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int swingProgress, ItemStack stack)
void
renderItem(float tickDelta, MatrixStack matrices, VertexConsumerProvider.Immediate vertexConsumers, ClientPlayerEntity player, int light)
void
renderItem(LivingEntity entity, ItemStack stack, ModelTransformation.Mode renderMode, boolean leftHanded, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light)
private void
renderMapInBothHands(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, float pitch, float equipProgress, float swingProgress)
private void
renderMapInOneHand(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, float equipProgress, Arm arm, float swingProgress, ItemStack stack)
void
resetEquipProgress(Hand hand)
void
updateHeldItems()
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Field Details
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MAP_BACKGROUND
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MAP_BACKGROUND_CHECKERBOARD
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client
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mainHand
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offHand
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equipProgressMainHand
private float equipProgressMainHand -
prevEquipProgressMainHand
private float prevEquipProgressMainHand -
equipProgressOffHand
private float equipProgressOffHand -
prevEquipProgressOffHand
private float prevEquipProgressOffHand -
renderManager
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itemRenderer
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Constructor Details
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HeldItemRenderer
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Method Details
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renderItem
public void renderItem(LivingEntity entity, ItemStack stack, ModelTransformation.Mode renderMode, boolean leftHanded, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light) -
getMapAngle
private float getMapAngle(float tickDelta) -
renderArm
private void renderArm(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, Arm arm) -
renderMapInOneHand
private void renderMapInOneHand(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, float equipProgress, Arm arm, float swingProgress, ItemStack stack) -
renderMapInBothHands
private void renderMapInBothHands(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, float pitch, float equipProgress, float swingProgress) -
renderFirstPersonMap
private void renderFirstPersonMap(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int swingProgress, ItemStack stack) -
renderArmHoldingItem
private void renderArmHoldingItem(MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, float equipProgress, float swingProgress, Arm arm) -
applyEatOrDrinkTransformation
private void applyEatOrDrinkTransformation(MatrixStack matrices, float tickDelta, Arm arm, ItemStack stack) -
applySwingOffset
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applyEquipOffset
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renderItem
public void renderItem(float tickDelta, MatrixStack matrices, VertexConsumerProvider.Immediate vertexConsumers, ClientPlayerEntity player, int light) -
renderFirstPersonItem
private void renderFirstPersonItem(AbstractClientPlayerEntity player, float tickDelta, float pitch, Hand hand, float swingProgress, ItemStack item, float equipProgress, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light) -
updateHeldItems
public void updateHeldItems() -
resetEquipProgress
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