package net.minecraft.client.renderer.entity; import com.mojang.blaze3d.vertex.PoseStack; import com.mojang.math.Axis; import net.minecraft.client.renderer.SubmitNodeCollector; import net.minecraft.client.renderer.entity.state.ItemClusterRenderState; import net.minecraft.client.renderer.entity.state.ItemEntityRenderState; import net.minecraft.client.renderer.item.ItemModelResolver; import net.minecraft.client.renderer.item.ItemStackRenderState; import net.minecraft.client.renderer.state.level.CameraRenderState; import net.minecraft.client.renderer.texture.OverlayTexture; import net.minecraft.util.Mth; import net.minecraft.util.RandomSource; import net.minecraft.world.entity.item.ItemEntity; import net.minecraft.world.phys.AABB; public class ItemEntityRenderer extends EntityRenderer { private static final float ITEM_MIN_HOVER_HEIGHT = 0.0625F; private static final float ITEM_BUNDLE_OFFSET_SCALE = 0.15F; private static final float FLAT_ITEM_DEPTH_THRESHOLD = 0.0625F; private final ItemModelResolver itemModelResolver; private final RandomSource random = RandomSource.create(); public ItemEntityRenderer(final EntityRendererProvider.Context context) { super(context); this.itemModelResolver = context.getItemModelResolver(); this.shadowRadius = 0.15F; this.shadowStrength = 0.75F; } public ItemEntityRenderState createRenderState() { return new ItemEntityRenderState(); } public void extractRenderState(final ItemEntity entity, final ItemEntityRenderState state, final float partialTicks) { super.extractRenderState(entity, state, partialTicks); state.bobOffset = entity.bobOffs; state.extractItemGroupRenderState(entity, entity.getItem(), this.itemModelResolver); } public void submit(final ItemEntityRenderState state, final PoseStack poseStack, final SubmitNodeCollector submitNodeCollector, final CameraRenderState camera) { if (!state.item.isEmpty()) { poseStack.pushPose(); AABB boundingBox = state.item.getModelBoundingBox(); float minOffsetY = -((float)boundingBox.minY) + 0.0625F; float bob = Mth.sin(state.ageInTicks / 10.0F + state.bobOffset) * 0.1F + 0.1F; poseStack.translate(0.0F, bob + minOffsetY, 0.0F); float spin = ItemEntity.getSpin(state.ageInTicks, state.bobOffset); poseStack.mulPose(Axis.YP.rotation(spin)); submitMultipleFromCount(poseStack, submitNodeCollector, state.lightCoords, state, this.random, boundingBox); poseStack.popPose(); super.submit(state, poseStack, submitNodeCollector, camera); } } public static void submitMultipleFromCount( final PoseStack poseStack, final SubmitNodeCollector submitNodeCollector, final int lightCoords, final ItemClusterRenderState state, final RandomSource random ) { submitMultipleFromCount(poseStack, submitNodeCollector, lightCoords, state, random, state.item.getModelBoundingBox()); } public static void submitMultipleFromCount( final PoseStack poseStack, final SubmitNodeCollector submitNodeCollector, final int lightCoords, final ItemClusterRenderState state, final RandomSource random, final AABB modelBoundingBox ) { int amount = state.count; if (amount != 0) { random.setSeed(state.seed); ItemStackRenderState item = state.item; float modelDepth = (float)modelBoundingBox.getZsize(); if (modelDepth > 0.0625F) { item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor); for (int i = 1; i < amount; i++) { poseStack.pushPose(); float xo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F; float yo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F; float zo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F; poseStack.translate(xo, yo, zo); item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor); poseStack.popPose(); } } else { float offsetZ = modelDepth * 1.5F; poseStack.translate(0.0F, 0.0F, -(offsetZ * (amount - 1) / 2.0F)); item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor); poseStack.translate(0.0F, 0.0F, offsetZ); for (int i = 1; i < amount; i++) { poseStack.pushPose(); float xo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F * 0.5F; float yo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F * 0.5F; poseStack.translate(xo, yo, 0.0F); item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor); poseStack.popPose(); poseStack.translate(0.0F, 0.0F, offsetZ); } } } } public static void renderMultipleFromCount( final PoseStack poseStack, final SubmitNodeCollector submitNodeCollector, final int lightCoords, final ItemClusterRenderState state, final RandomSource random ) { AABB modelBoundingBox = state.item.getModelBoundingBox(); int amount = state.count; if (amount != 0) { random.setSeed(state.seed); ItemStackRenderState item = state.item; float modelDepth = (float)modelBoundingBox.getZsize(); if (modelDepth > 0.0625F) { item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor); for (int i = 1; i < amount; i++) { poseStack.pushPose(); float xo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F; float yo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F; float zo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F; poseStack.translate(xo, yo, zo); item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor); poseStack.popPose(); } } else { float offsetZ = modelDepth * 1.5F; poseStack.translate(0.0F, 0.0F, -(offsetZ * (amount - 1) / 2.0F)); item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor); poseStack.translate(0.0F, 0.0F, offsetZ); for (int i = 1; i < amount; i++) { poseStack.pushPose(); float xo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F * 0.5F; float yo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F * 0.5F; poseStack.translate(xo, yo, 0.0F); item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor); poseStack.popPose(); poseStack.translate(0.0F, 0.0F, offsetZ); } } } } }