public class PlayerRenderer extends LivingRenderer<AbstractClientPlayerEntity,PlayerModel<AbstractClientPlayerEntity>>
entityModel, layerRenderers
renderManager, shadowOpaque, shadowSize
Constructor and Description |
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PlayerRenderer(EntityRendererManager renderManager) |
PlayerRenderer(EntityRendererManager renderManager,
boolean useSmallArms) |
Modifier and Type | Method and Description |
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protected void |
applyRotations(AbstractClientPlayerEntity entityLiving,
MatrixStack matrixStackIn,
float ageInTicks,
float rotationYaw,
float partialTicks) |
private BipedModel.ArmPose |
getArmPose(AbstractClientPlayerEntity playerIn,
ItemStack itemStackMain,
ItemStack itemStackOff,
Hand handIn) |
ResourceLocation |
getEntityTexture(AbstractClientPlayerEntity entity) |
Vec3d |
getRenderOffset(AbstractClientPlayerEntity entityIn,
float partialTicks) |
protected void |
preRenderCallback(AbstractClientPlayerEntity entitylivingbaseIn,
MatrixStack matrixStackIn,
float partialTickTime) |
void |
render(AbstractClientPlayerEntity entityIn,
float entityYaw,
float partialTicks,
MatrixStack matrixStackIn,
IRenderTypeBuffer bufferIn,
int packedLightIn) |
private void |
renderItem(MatrixStack matrixStackIn,
IRenderTypeBuffer bufferIn,
int combinedLightIn,
AbstractClientPlayerEntity playerIn,
ModelRenderer rendererArmIn,
ModelRenderer rendererArmwearIn) |
void |
renderLeftArm(MatrixStack matrixStackIn,
IRenderTypeBuffer bufferIn,
int combinedLightIn,
AbstractClientPlayerEntity playerIn) |
protected void |
renderName(AbstractClientPlayerEntity entityIn,
java.lang.String displayNameIn,
MatrixStack matrixStackIn,
IRenderTypeBuffer bufferIn,
int packedLightIn) |
void |
renderRightArm(MatrixStack matrixStackIn,
IRenderTypeBuffer bufferIn,
int combinedLightIn,
AbstractClientPlayerEntity playerIn) |
private void |
setModelVisibilities(AbstractClientPlayerEntity clientPlayer) |
addLayer, canRenderName, func_230042_a_, getDeathMaxRotation, getEntityModel, getOverlayProgress, getPackedOverlay, getSwingProgress, handleRotationFloat, isVisible
getBlockLight, getFontRendererFromRenderManager, getPackedLight, getRenderManager, shouldRender
public PlayerRenderer(EntityRendererManager renderManager)
public PlayerRenderer(EntityRendererManager renderManager, boolean useSmallArms)
public void render(AbstractClientPlayerEntity entityIn, float entityYaw, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn)
render
in class LivingRenderer<AbstractClientPlayerEntity,PlayerModel<AbstractClientPlayerEntity>>
public Vec3d getRenderOffset(AbstractClientPlayerEntity entityIn, float partialTicks)
getRenderOffset
in class EntityRenderer<AbstractClientPlayerEntity>
private void setModelVisibilities(AbstractClientPlayerEntity clientPlayer)
private BipedModel.ArmPose getArmPose(AbstractClientPlayerEntity playerIn, ItemStack itemStackMain, ItemStack itemStackOff, Hand handIn)
public ResourceLocation getEntityTexture(AbstractClientPlayerEntity entity)
getEntityTexture
in interface IEntityRenderer<AbstractClientPlayerEntity,PlayerModel<AbstractClientPlayerEntity>>
getEntityTexture
in class EntityRenderer<AbstractClientPlayerEntity>
protected void preRenderCallback(AbstractClientPlayerEntity entitylivingbaseIn, MatrixStack matrixStackIn, float partialTickTime)
preRenderCallback
in class LivingRenderer<AbstractClientPlayerEntity,PlayerModel<AbstractClientPlayerEntity>>
protected void renderName(AbstractClientPlayerEntity entityIn, java.lang.String displayNameIn, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn)
renderName
in class EntityRenderer<AbstractClientPlayerEntity>
public void renderRightArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn)
public void renderLeftArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn)
private void renderItem(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn, ModelRenderer rendererArmIn, ModelRenderer rendererArmwearIn)
protected void applyRotations(AbstractClientPlayerEntity entityLiving, MatrixStack matrixStackIn, float ageInTicks, float rotationYaw, float partialTicks)
applyRotations
in class LivingRenderer<AbstractClientPlayerEntity,PlayerModel<AbstractClientPlayerEntity>>