Skeleton

public class Skeleton

Constructors

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public void Skeleton(SkeletonBlueprint skeletonBlueprint, ModeledEntity modeledEntity)

Properties

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public final HashMap<String, Bone> boneMap
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public float currentHeadPitch
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public float currentHeadYaw
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public final HashMap<String, IKChain> ikChainMap
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public final List<IKChain> ikChains
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public final List<Bone> mountPointBones
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Functions

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public void applyPersistentTint(Color color)
Stores the given color as this skeleton's persistent tint and immediately pushes it to every bone via the leather-armor dye channel.
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public void clearAllIKRotations()
Clears IK rotations from all chains.
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public void generateDisplays()
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public HashMap<String, Bone> getBoneMap()
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public Collection<Bone> getBones()
Returns the map of bones the Skeleton has
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public float getCurrentHeadPitch()
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public float getCurrentHeadYaw()
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@Nullable()
public Location getCurrentLocation()
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public IKChain getIKChain(String controllerName)
Gets an IK chain by its controller (null object) name.
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public HashMap<String, IKChain> getIkChainMap()
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public List<IKChain> getIkChains()
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public Location getLookDirection(Location origin)
Resolves gaze from an actual bone position, including the model's scale and animation.
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public List<Bone> getMountPointBones()
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public List<Bone> getNametags()
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public boolean hasIKChains()
Checks if this skeleton has any IK chains.
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public boolean hasLookTarget()
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public void remove()
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public void setCurrentHeadPitch(float currentHeadPitch)
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public void setCurrentHeadYaw(float currentHeadYaw)
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public void setLookTarget(Location target)
Overrides model gaze.
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public void setModeledEntity(ModeledEntity modeledEntity)
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public void solveAllIKChains()
Solves all IK chains in this skeleton.
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public void tick(AbstractPacketBundle abstractPacketBundle)
This updates animations.
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public void tint()