Class PlayerPoseOverlap

java.lang.Object
net.ixdarklord.coolcatcanvas.internal.integration.sharedpose.PlayerPoseOverlap
All Implemented Interfaces:
AnimationOverlap

public final class PlayerPoseOverlap extends Object implements AnimationOverlap
The player animation mod Better Combat animates players with. It poses the player's parts inside vanilla's own posing, so CoolCatLib's clips come after it; this tells them which parts it is moving, so they can step aside, and keeps them out of its first-person pass. Loaded only when that mod is (VanillaArmatures).
  • Field Summary

    Fields
    Modifier and Type
    Field
    Description
    static final String
     
  • Constructor Summary

    Constructors
    Constructor
    Description
     
  • Method Summary

    Modifier and Type
    Method
    Description
    boolean
    isAnimating(net.minecraft.world.entity.LivingEntity entity)
    Whether it is animating the entity at all, for drivers and conditions (VanillaModels.hasOverlap(LivingEntity)).
    overlappingParts(net.minecraft.client.renderer.entity.state.LivingEntityRenderState state)
    The parts it is moving on the model posed for this state, by vanilla part name ("right_arm"); empty when it moves nothing.
    boolean
    skipsDraw(net.minecraft.client.renderer.entity.state.LivingEntityRenderState state)
    Whether this draw is one of its own that clips and worn armatures should stay out of, such as a first-person pass drawing the player's arms in front of the camera.

    Methods inherited from class Object

    clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
  • Field Details

  • Constructor Details

    • PlayerPoseOverlap

      public PlayerPoseOverlap()
  • Method Details

    • overlappingParts

      public Set<String> overlappingParts(net.minecraft.client.renderer.entity.state.LivingEntityRenderState state)
      Description copied from interface: AnimationOverlap
      The parts it is moving on the model posed for this state, by vanilla part name ("right_arm"); empty when it moves nothing. Asked once per entity per frame, after vanilla and the other mod have posed the model.
      Specified by:
      overlappingParts in interface AnimationOverlap
    • isAnimating

      public boolean isAnimating(net.minecraft.world.entity.LivingEntity entity)
      Description copied from interface: AnimationOverlap
      Whether it is animating the entity at all, for drivers and conditions (VanillaModels.hasOverlap(LivingEntity)).
      Specified by:
      isAnimating in interface AnimationOverlap
    • skipsDraw

      public boolean skipsDraw(net.minecraft.client.renderer.entity.state.LivingEntityRenderState state)
      Description copied from interface: AnimationOverlap
      Whether this draw is one of its own that clips and worn armatures should stay out of, such as a first-person pass drawing the player's arms in front of the camera.
      Specified by:
      skipsDraw in interface AnimationOverlap