Overview
TheRenderPipeline class represents the rendering pipeline for a specific model instance. It manages the hierarchy of rendered bones, handles player visibility and packet bundling, and coordinates animation updates and inverse kinematics (IK) solving.
Constructor
parent- The parent model renderersource- The source of the rendering (entity or location)bones- The array of root bones
Core Properties
getParent
ModelRenderer that created this pipeline.
getSource
RenderSource providing location and context data.
getRotation
name
Bone Management
bones
boneOf
name- The bone name to search for
stream
hitboxes
Animation & Updates
tick
bundler- The packet bundler for sending updatesuuid- (Optional) Player UUID for per-player animations
true if any updates occurred
runningAnimation
rotate
rotation- The new rotationbundler- The packet bundler to use
true if the rotation changed, false otherwise
Example:
Bone Modifiers
addRotationModifier
predicate- The predicate to select bonesmapper- The rotation mapping function
true if any bones were modified
addPositionModifier
predicate- The predicate to select bonesmapper- The position mapping function
true if any bones were modified
defaultPosition
scale
Player Visibility
isSpawned
playerCount
allPlayer
viewedPlayer
nonHidePlayer
Hide/Show
hide
true if the player was successfully hidden
show
true if the player was successfully shown
isHide
Filters & Handlers
viewFilter
hideFilter
Packet Handlers
Packet Bundling
createBundler
createParallelBundler
channel
Tree Operations
matchTree
matchAnimation
firstNotNull
Lifecycle
despawn
Event Handling
eventDispatcher
Iteration
TheRenderPipeline implements Iterable<RenderedBone>, allowing direct iteration:
Complete Example
See Also
- ModelRenderer - Creates pipelines via trackers
- RenderSource - Provides location and context
- RenderedBone - Individual bone in the pipeline
- Tracker - Owns the pipeline instance
