2019-08-27 09:09:54 -04:00
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CLASS net/minecraft/class_630 net/minecraft/client/model/ModelPart
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FIELD field_3654 pitch F
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2019-10-09 12:43:46 -04:00
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FIELD field_3655 pivotZ F
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FIELD field_3656 pivotY F
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FIELD field_3657 pivotX F
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2020-11-04 15:44:22 -05:00
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FIELD field_3661 children Ljava/util/Map;
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FIELD field_3663 cuboids Ljava/util/List;
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2019-08-27 09:09:54 -04:00
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FIELD field_3665 visible Z
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FIELD field_3674 roll F
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FIELD field_3675 yaw F
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2022-03-16 16:37:32 -04:00
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FIELD field_37938 xScale F
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FIELD field_37939 yScale F
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FIELD field_37940 zScale F
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FIELD field_37941 defaultTransform Lnet/minecraft/class_5603;
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2022-04-11 10:39:36 -04:00
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FIELD field_38456 hidden Z
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2020-11-12 03:57:40 -05:00
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METHOD <init> (Ljava/util/List;Ljava/util/Map;)V
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ARG 1 cuboids
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ARG 2 children
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METHOD method_17138 copyTransform (Lnet/minecraft/class_630;)V
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ARG 1 part
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2019-11-21 14:13:18 -05:00
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METHOD method_22698 render (Lnet/minecraft/class_4587;Lnet/minecraft/class_4588;II)V
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2019-12-02 08:47:40 -05:00
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ARG 1 matrices
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Renderer mappings (#988)
* part.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* Fixed bad names
* Determined by the call to part.render(matrix, vertices, light, overlay)
which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1)
* Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay)
Meanhile VertexConsumerProvider is
* Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* This is not a render method! It sets the yaw and pitch on the skull
* Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha)
Not much to change there though
* These are known from EntityRenderDispatcher
* render calls renderLabelIfPresent
* Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light)
* In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity
* Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself
if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) {
double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ());
float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672);
if (float24 > 0.0f) {
renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius);
}
}
* The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby
private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) {
float float8 = radius;
if (entity instanceof MobEntity) {
if (((MobEntity)entity).isBaby()) {
float8 *= 0.5f;
}
}
* float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow!
float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos));
if (float16 >= 0.0f) {
* Forgot this one
* This is all low-hanging fruit.
* EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z)
-> EntityRenderer.isVisible(entity, frustrum, x, y, z)
-> Entity.shouldRenderFrom(x, y, z)
@Environment(EnvType.CLIENT)
public boolean shouldRenderFrom(double x, double y, double z) {
double double8 = this.getX() - x;
double double10 = this.getY() - y;
double double12 = this.getZ() - z;
double double14 = double8 * double8 + double10 * double10 + double12 * double12;
return this.shouldRenderAtDistance(double14);
}
* More things we know
* This is set by calling entity.getLeaningPitch
* This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time.
The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter).
This causes the creeper to flash white when active. The same method,
interestingly, will use the V to create the hurt/death overlay
OverlayTexture.packUv(
OverlayTexture.getU(animationCounter),
OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0)
)
* The final patches
* xrayEnabled -> isGlowing
* Commit suggestions/name changes I missed during rebase
Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com>
* Fix typos
* yaw -> tickDelta
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* provider -> vertexConsumers
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* matrix -> matrices
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Fixed some encorrect names
* entry -> matrices
* textureU/V -> u/v
* isBanner -> isBannerBlock
* frustrum -> frustum
Co-Authored-By: Gegy <gegy1000@gmail.com>
* Fix broken/changed mappings for 20w10a
* grammar
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com>
Co-authored-by: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
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ARG 2 vertices
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2019-12-02 08:47:40 -05:00
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ARG 3 light
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ARG 4 overlay
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2019-11-21 14:13:18 -05:00
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METHOD method_22699 render (Lnet/minecraft/class_4587;Lnet/minecraft/class_4588;IIFFFF)V
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2019-12-02 08:47:40 -05:00
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ARG 1 matrices
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Renderer mappings (#988)
* part.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* Fixed bad names
* Determined by the call to part.render(matrix, vertices, light, overlay)
which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1)
* Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay)
Meanhile VertexConsumerProvider is
* Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* This is not a render method! It sets the yaw and pitch on the skull
* Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha)
Not much to change there though
* These are known from EntityRenderDispatcher
* render calls renderLabelIfPresent
* Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light)
* In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity
* Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself
if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) {
double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ());
float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672);
if (float24 > 0.0f) {
renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius);
}
}
* The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby
private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) {
float float8 = radius;
if (entity instanceof MobEntity) {
if (((MobEntity)entity).isBaby()) {
float8 *= 0.5f;
}
}
* float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow!
float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos));
if (float16 >= 0.0f) {
* Forgot this one
* This is all low-hanging fruit.
* EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z)
-> EntityRenderer.isVisible(entity, frustrum, x, y, z)
-> Entity.shouldRenderFrom(x, y, z)
@Environment(EnvType.CLIENT)
public boolean shouldRenderFrom(double x, double y, double z) {
double double8 = this.getX() - x;
double double10 = this.getY() - y;
double double12 = this.getZ() - z;
double double14 = double8 * double8 + double10 * double10 + double12 * double12;
return this.shouldRenderAtDistance(double14);
}
* More things we know
* This is set by calling entity.getLeaningPitch
* This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time.
The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter).
This causes the creeper to flash white when active. The same method,
interestingly, will use the V to create the hurt/death overlay
OverlayTexture.packUv(
OverlayTexture.getU(animationCounter),
OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0)
)
* The final patches
* xrayEnabled -> isGlowing
* Commit suggestions/name changes I missed during rebase
Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com>
* Fix typos
* yaw -> tickDelta
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* provider -> vertexConsumers
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* matrix -> matrices
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Fixed some encorrect names
* entry -> matrices
* textureU/V -> u/v
* isBanner -> isBannerBlock
* frustrum -> frustum
Co-Authored-By: Gegy <gegy1000@gmail.com>
* Fix broken/changed mappings for 20w10a
* grammar
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com>
Co-authored-by: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
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ARG 2 vertices
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2019-12-02 08:47:40 -05:00
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ARG 3 light
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ARG 4 overlay
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ARG 5 red
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ARG 6 green
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ARG 7 blue
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ARG 8 alpha
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2022-04-06 15:01:01 -04:00
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METHOD method_22700 getRandomCuboid (Lnet/minecraft/class_5819;)Lnet/minecraft/class_630$class_628;
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2022-04-07 10:14:42 -04:00
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ARG 1 random
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2019-11-21 14:13:18 -05:00
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METHOD method_22702 renderCuboids (Lnet/minecraft/class_4587$class_4665;Lnet/minecraft/class_4588;IIFFFF)V
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2020-11-12 03:57:40 -05:00
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ARG 1 entry
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2019-10-09 12:43:46 -04:00
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ARG 2 vertexConsumer
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2019-12-02 08:47:40 -05:00
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ARG 3 light
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ARG 4 overlay
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ARG 5 red
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ARG 6 green
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ARG 7 blue
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ARG 8 alpha
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2019-11-07 14:37:31 -05:00
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METHOD method_22703 rotate (Lnet/minecraft/class_4587;)V
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2021-09-20 11:51:19 -04:00
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ARG 1 matrices
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2019-10-09 12:43:46 -04:00
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METHOD method_2851 setPivot (FFF)V
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2019-08-27 09:09:54 -04:00
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ARG 1 x
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ARG 2 y
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ARG 3 z
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2020-11-12 03:57:40 -05:00
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METHOD method_32084 getTransform ()Lnet/minecraft/class_5603;
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METHOD method_32085 setTransform (Lnet/minecraft/class_5603;)V
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ARG 1 rotationData
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METHOD method_32086 getChild (Ljava/lang/String;)Lnet/minecraft/class_630;
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ARG 1 name
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METHOD method_32087 isEmpty ()Z
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METHOD method_32088 traverse ()Ljava/util/stream/Stream;
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2021-04-03 08:30:15 -04:00
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METHOD method_33425 setAngles (FFF)V
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ARG 1 pitch
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ARG 2 yaw
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ARG 3 roll
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2021-04-11 08:08:29 -04:00
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METHOD method_35745 forEachCuboid (Lnet/minecraft/class_4587;Lnet/minecraft/class_630$class_6229;)V
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ARG 1 matrices
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ARG 2 consumer
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METHOD method_35746 forEachCuboid (Lnet/minecraft/class_4587;Lnet/minecraft/class_630$class_6229;Ljava/lang/String;)V
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ARG 1 matrices
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ARG 2 consumer
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ARG 3 path
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METHOD method_35747 (Lnet/minecraft/class_4587;Lnet/minecraft/class_630$class_6229;Ljava/lang/String;Ljava/lang/String;Lnet/minecraft/class_630;)V
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ARG 3 name
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ARG 4 part
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2022-03-16 16:37:32 -04:00
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METHOD method_41918 setDefaultTransform (Lnet/minecraft/class_5603;)V
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ARG 1 transform
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METHOD method_41919 hasChild (Ljava/lang/String;)Z
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ARG 1 child
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METHOD method_41920 translate (Lnet/minecraft/class_1160;)V
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ARG 1 vec3f
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METHOD method_41921 getDefaultTransform ()Lnet/minecraft/class_5603;
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METHOD method_41922 rotate (Lnet/minecraft/class_1160;)V
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ARG 1 vec3f
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METHOD method_41923 resetTransform ()V
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METHOD method_41924 scale (Lnet/minecraft/class_1160;)V
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ARG 1 vec3f
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2019-12-02 08:55:18 -05:00
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CLASS class_593 Quad
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FIELD field_21618 direction Lnet/minecraft/class_1160;
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FIELD field_3502 vertices [Lnet/minecraft/class_630$class_618;
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METHOD <init> ([Lnet/minecraft/class_630$class_618;FFFFFFZLnet/minecraft/class_2350;)V
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ARG 1 vertices
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ARG 2 u1
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ARG 3 v1
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ARG 4 u2
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ARG 5 v2
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ARG 6 squishU
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ARG 7 squishV
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ARG 8 flip
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Renderer mappings (#988)
* part.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* Fixed bad names
* Determined by the call to part.render(matrix, vertices, light, overlay)
which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1)
* Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay)
Meanhile VertexConsumerProvider is
* Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* This is not a render method! It sets the yaw and pitch on the skull
* Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha)
Not much to change there though
* These are known from EntityRenderDispatcher
* render calls renderLabelIfPresent
* Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light)
* In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity
* Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself
if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) {
double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ());
float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672);
if (float24 > 0.0f) {
renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius);
}
}
* The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby
private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) {
float float8 = radius;
if (entity instanceof MobEntity) {
if (((MobEntity)entity).isBaby()) {
float8 *= 0.5f;
}
}
* float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow!
float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos));
if (float16 >= 0.0f) {
* Forgot this one
* This is all low-hanging fruit.
* EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z)
-> EntityRenderer.isVisible(entity, frustrum, x, y, z)
-> Entity.shouldRenderFrom(x, y, z)
@Environment(EnvType.CLIENT)
public boolean shouldRenderFrom(double x, double y, double z) {
double double8 = this.getX() - x;
double double10 = this.getY() - y;
double double12 = this.getZ() - z;
double double14 = double8 * double8 + double10 * double10 + double12 * double12;
return this.shouldRenderAtDistance(double14);
}
* More things we know
* This is set by calling entity.getLeaningPitch
* This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time.
The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter).
This causes the creeper to flash white when active. The same method,
interestingly, will use the V to create the hurt/death overlay
OverlayTexture.packUv(
OverlayTexture.getU(animationCounter),
OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0)
)
* The final patches
* xrayEnabled -> isGlowing
* Commit suggestions/name changes I missed during rebase
Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com>
* Fix typos
* yaw -> tickDelta
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* provider -> vertexConsumers
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* matrix -> matrices
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Fixed some encorrect names
* entry -> matrices
* textureU/V -> u/v
* isBanner -> isBannerBlock
* frustrum -> frustum
Co-Authored-By: Gegy <gegy1000@gmail.com>
* Fix broken/changed mappings for 20w10a
* grammar
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com>
Co-authored-by: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
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ARG 9 direction
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2019-12-02 08:55:18 -05:00
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CLASS class_618 Vertex
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FIELD field_3603 v F
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FIELD field_3604 u F
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FIELD field_3605 pos Lnet/minecraft/class_1160;
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METHOD <init> (FFFFF)V
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ARG 1 x
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ARG 2 y
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ARG 3 z
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ARG 4 u
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ARG 5 v
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METHOD <init> (Lnet/minecraft/class_1160;FF)V
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Renderer mappings (#988)
* part.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* Fixed bad names
* Determined by the call to part.render(matrix, vertices, light, overlay)
which delegates to part.render(matrix, vertices, light, overlay, 1, 1, 1, 1)
* Now we extrapolate to everything that calls part.render(matrix, vertices, light, overlay)
Meanhile VertexConsumerProvider is
* Now we extrapolate to everything that cals pars.render(matrix, vertices, light, overlay, red, green, blue, alpha)
* This is not a render method! It sets the yaw and pitch on the skull
* Now we extrapolate to things that call mode.render(matrix, vertices, light, overlay, red, green, blue, alpha)
Not much to change there though
* These are known from EntityRenderDispatcher
* render calls renderLabelIfPresent
* Now we're looking at things which call EntityRenderDispatcher.render(entity, x, y, z, yaw, matrix, provider, light)
* In ClientPlayNetworkHandler.onItemPickupAnimation the second entity is gotten from packet.getCollectorEntityId and defaulted to the player if null. The first entity is an item entity or an experience orb entity
* Going back to EntityRenderDispatcher, we can see the code for rendering shadows was moved here from the renderer itself
if (this.gameOptions.entityShadows && this.renderShadows && entityRenderer14.shadowRadius > 0.0f && !entity.isInvisible()) {
double double22 = this.getSquaredDistanceToCamera(entity.getX(), entity.getY(), entity.getZ());
float float24 = (float)((1.0 - double22 / 256.0) * entityRenderer14.field_4672);
if (float24 > 0.0f) {
renderShadow(matrix, provider, entity, float24, tickDelta, this.world, entityRenderer14.shadowRadius);
}
}
* The last parameter is shadow radius, but to be sure we check, nd indeed it is reduced when the rendered entity is a baby
private static void renderShadow(MatrixStack matrix, VertexConsumerProvider provider, Entity entity, float float4, float tickDelta, WorldView world, float radius) {
float float8 = radius;
if (entity instanceof MobEntity) {
if (((MobEntity)entity).isBaby()) {
float8 *= 0.5f;
}
}
* float4 was a myster, but it's just passed down as-is and used to determine the opacity of the shadow!
float float16 = (float)((opacity - (y - pos.getY()) / 2.0) * 0.5 * world.getBrightness(pos));
if (float16 >= 0.0f) {
* Forgot this one
* This is all low-hanging fruit.
* EntityRenderDispatcher.shouldRender(entity, frustrum, x, y, z)
-> EntityRenderer.isVisible(entity, frustrum, x, y, z)
-> Entity.shouldRenderFrom(x, y, z)
@Environment(EnvType.CLIENT)
public boolean shouldRenderFrom(double x, double y, double z) {
double double8 = this.getX() - x;
double double10 = this.getY() - y;
double double12 = this.getZ() - z;
double double14 = double8 * double8 + double10 * double10 + double12 * double12;
return this.shouldRenderAtDistance(double14);
}
* More things we know
* This is set by calling entity.getLeaningPitch
* This is only overriden by CreeperEntityRenderer and returns a float computed from the fuse time.
The value is then passed to getOverlay where it's passed to OverlayTexture.getU(animationCounter).
This causes the creeper to flash white when active. The same method,
interestingly, will use the V to create the hurt/death overlay
OverlayTexture.packUv(
OverlayTexture.getU(animationCounter),
OverlayTexture.getV(entity.hurtTime > 0 || entity.deathTime > 0)
)
* The final patches
* xrayEnabled -> isGlowing
* Commit suggestions/name changes I missed during rebase
Co-Authored-By: Juuxel <6596629+Juuxel@users.noreply.github.com>
* Fix typos
* yaw -> tickDelta
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* provider -> vertexConsumers
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* matrix -> matrices
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Fixed some encorrect names
* entry -> matrices
* textureU/V -> u/v
* isBanner -> isBannerBlock
* frustrum -> frustum
Co-Authored-By: Gegy <gegy1000@gmail.com>
* Fix broken/changed mappings for 20w10a
* grammar
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
* Update mappings/net/minecraft/client/particle/ItemPickupParticle.mapping
Co-Authored-By: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Juuxel <6596629+Juuxel@users.noreply.github.com>
Co-authored-by: liach <7806504+liach@users.noreply.github.com>
Co-authored-by: Gegy <gegy1000@gmail.com>
2020-03-27 07:06:32 -04:00
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ARG 1 pos
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2019-12-02 08:55:18 -05:00
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ARG 2 u
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ARG 3 v
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METHOD method_2837 remap (FF)Lnet/minecraft/class_630$class_618;
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ARG 1 u
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ARG 2 v
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CLASS class_628 Cuboid
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FIELD field_3643 minZ F
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FIELD field_3644 minY F
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FIELD field_3645 minX F
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FIELD field_3646 maxZ F
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FIELD field_3647 maxY F
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FIELD field_3648 maxX F
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FIELD field_3649 sides [Lnet/minecraft/class_630$class_593;
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METHOD <init> (IIFFFFFFFFFZFF)V
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ARG 1 u
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ARG 2 v
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ARG 3 x
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ARG 4 y
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ARG 5 z
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ARG 6 sizeX
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ARG 7 sizeY
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ARG 8 sizeZ
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ARG 9 extraX
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ARG 10 extraY
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ARG 11 extraZ
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ARG 12 mirror
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ARG 13 textureWidth
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ARG 14 textureHeight
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2020-11-12 03:57:40 -05:00
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METHOD method_32089 renderCuboid (Lnet/minecraft/class_4587$class_4665;Lnet/minecraft/class_4588;IIFFFF)V
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ARG 1 entry
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ARG 2 vertexConsumer
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ARG 3 light
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ARG 4 overlay
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ARG 5 red
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ARG 6 green
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ARG 7 blue
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ARG 8 alpha
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2021-04-11 08:08:29 -04:00
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CLASS class_6229 CuboidConsumer
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METHOD method_35748 accept (Lnet/minecraft/class_4587$class_4665;Ljava/lang/String;ILnet/minecraft/class_630$class_628;)V
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COMMENT Accepts a cuboid from a model part.
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COMMENT
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COMMENT @see ModelPart#forEachCuboid(MatrixStack, CuboidConsumer)
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ARG 1 matrix
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COMMENT the current matrix transformation from the model parts
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ARG 2 path
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COMMENT the path of the current model part, separated by {@code /}
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ARG 3 index
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COMMENT the index of the current cuboid in the current model part
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ARG 4 cuboid
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COMMENT the current cuboid
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