Package net.runelite.api
Class RuneLiteObjectController
- java.lang.Object
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- net.runelite.api.RuneLiteObjectController
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- Direct Known Subclasses:
RuneLiteObject
public abstract class RuneLiteObjectController extends Object
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Constructor Summary
Constructors Constructor Description RuneLiteObjectController()
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Method Summary
All Methods Instance Methods Abstract Methods Concrete Methods Modifier and Type Method Description int
getLevel()
LocalPoint
getLocation()
abstract Model
getModel()
Called every frame to get a model to render.int
getOrientation()
The object orientationint
getRadius()
The radius is offset from the object position to form a 2d rectangle, and the tiles the corners are in are used to determine the min and max scene x/y the object is on.int
getWorldView()
int
getX()
int
getY()
int
getZ()
boolean
isDrawFrontTilesFirst()
If true, the rectangle computed from the radius has 1 or 2 of its sides expanded by a full tile based on the orientation the object is facing.void
setDrawFrontTilesFirst(boolean drawFrontTilesFirst)
If true, the rectangle computed from the radius has 1 or 2 of its sides expanded by a full tile based on the orientation the object is facing.void
setLevel(int level)
void
setLocation(LocalPoint point, int level)
Sets the location in the scene for the RuneLiteObjectControllervoid
setOrientation(int orientation)
The object orientationvoid
setRadius(int radius)
The radius is offset from the object position to form a 2d rectangle, and the tiles the corners are in are used to determine the min and max scene x/y the object is on.void
setWorldView(int worldView)
void
setX(int x)
void
setY(int y)
void
setZ(int z)
void
tick(int ticksSinceLastFrame)
Called every frame the RuneLiteObject is registered and in the scene
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Method Detail
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setLocation
public void setLocation(LocalPoint point, int level)
Sets the location in the scene for the RuneLiteObjectController
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getLocation
public LocalPoint getLocation()
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tick
public void tick(int ticksSinceLastFrame)
Called every frame the RuneLiteObject is registered and in the scene- Parameters:
ticksSinceLastFrame
- The number of client ticks since the last frame
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getModel
public abstract Model getModel()
Called every frame to get a model to render. The returned model is not modified and can be a shared model.
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getX
public int getX()
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getY
public int getY()
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getZ
public int getZ()
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getWorldView
public int getWorldView()
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getLevel
public int getLevel()
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getRadius
public int getRadius()
The radius is offset from the object position to form a 2d rectangle, and the tiles the corners are in are used to determine the min and max scene x/y the object is on. These tiles are then drawn first prior to the object being drawn, so that the object renders correctly over top of each tile. The default radius is 60, marginally less than 128/2, which works well for models the size of a single tile.
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isDrawFrontTilesFirst
public boolean isDrawFrontTilesFirst()
If true, the rectangle computed from the radius has 1 or 2 of its sides expanded by a full tile based on the orientation the object is facing. This causes the tiles the object is facing to be drawn first, even if the radius of the object would not place the object on that tile. The default is false.
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getOrientation
public int getOrientation()
The object orientation- See Also:
Angle
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setX
public void setX(int x)
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setY
public void setY(int y)
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setZ
public void setZ(int z)
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setWorldView
public void setWorldView(int worldView)
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setLevel
public void setLevel(int level)
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setRadius
public void setRadius(int radius)
The radius is offset from the object position to form a 2d rectangle, and the tiles the corners are in are used to determine the min and max scene x/y the object is on. These tiles are then drawn first prior to the object being drawn, so that the object renders correctly over top of each tile. The default radius is 60, marginally less than 128/2, which works well for models the size of a single tile.
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setDrawFrontTilesFirst
public void setDrawFrontTilesFirst(boolean drawFrontTilesFirst)
If true, the rectangle computed from the radius has 1 or 2 of its sides expanded by a full tile based on the orientation the object is facing. This causes the tiles the object is facing to be drawn first, even if the radius of the object would not place the object on that tile. The default is false.
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setOrientation
public void setOrientation(int orientation)
The object orientation- See Also:
Angle
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