package net.minecraft.client.renderer.blockentity; import com.mojang.blaze3d.vertex.PoseStack; import net.minecraft.client.model.geom.ModelLayers; import net.minecraft.client.model.object.bell.BellModel; import net.minecraft.client.renderer.Sheets; import net.minecraft.client.renderer.SubmitNodeCollector; import net.minecraft.client.renderer.blockentity.state.BellRenderState; import net.minecraft.client.renderer.feature.ModelFeatureRenderer; import net.minecraft.client.renderer.state.level.CameraRenderState; import net.minecraft.client.renderer.texture.OverlayTexture; import net.minecraft.client.resources.model.sprite.SpriteGetter; import net.minecraft.client.resources.model.sprite.SpriteId; import net.minecraft.world.level.block.entity.BellBlockEntity; import net.minecraft.world.phys.Vec3; import org.jspecify.annotations.Nullable; public class BellRenderer implements BlockEntityRenderer { public static final SpriteId BELL_TEXTURE = Sheets.BLOCK_ENTITIES_MAPPER.defaultNamespaceApply("bell/bell_body"); private final SpriteGetter sprites; private final BellModel model; public BellRenderer(final BlockEntityRendererProvider.Context context) { this.sprites = context.sprites(); this.model = new BellModel(context.bakeLayer(ModelLayers.BELL)); } public BellRenderState createRenderState() { return new BellRenderState(); } public void extractRenderState( final BellBlockEntity blockEntity, final BellRenderState state, final float partialTicks, final Vec3 cameraPosition, @Nullable final ModelFeatureRenderer.CrumblingOverlay breakProgress ) { BlockEntityRenderer.super.extractRenderState(blockEntity, state, partialTicks, cameraPosition, breakProgress); state.ticks = blockEntity.ticks + partialTicks; state.shakeDirection = blockEntity.shaking ? blockEntity.clickDirection : null; } public void submit(final BellRenderState state, final PoseStack poseStack, final SubmitNodeCollector submitNodeCollector, final CameraRenderState camera) { BellModel.State modelState = new BellModel.State(state.ticks, state.shakeDirection); this.model.setupAnim(modelState); submitNodeCollector.submitModel( this.model, modelState, poseStack, state.lightCoords, OverlayTexture.NO_OVERLAY, -1, BELL_TEXTURE, this.sprites, 0, state.breakProgress ); } }