Display Entities
Display entities share a common set of world-rendering options and then add a few type-specific fields for blocks, items, or text.
Shared display settings
All display entities inherit these properties from the shared DisplayEntity base type:
billboardMode- how the display faces the camera (FIXED,VERTICAL,HORIZONTAL,CENTER).brightness- optional block and light overrides for rendering.glowColorOverride- replace the outline color with a custom RGB value.height/width- resize the display bounds.interpolationDuration/startInterpolation- animate transformation changes over time.shadowRadius/shadowStrength- control the projected shadow.transformation- combine translation, rotation, scale, or custom matrices.viewRange- control when the entity is rendered from a distance.
Entity Displays
Entity displays are used to display blocks/items/text in the world. You can define multiple properties for the display, such as transformation, billboard mode, shadow etc.
Block Displays
Block displays are used to display blocks in the world. They are created by calling the blockDisplay() DSL.
Item Displays
Item displays are used to display items in the world. They are created by calling itemDisplay() DSL.
The optional displayMode property uses ItemDisplayModelMode, which serializes to the lowercase values Minecraft expects:
FIRSTPERSON_LEFTHANDFIRSTPERSON_RIGHTHANDFIXEDGROUNDGUIHEADNONEON_SHELFTHIRDPERSON_LEFTHANDTHIRDPERSON_RIGHTHAND
Text Displays
Text displays are used to display text in the world. They are created by calling textDisplay() DSL.
alignment uses TextAlignment, which currently supports:
LEFTCENTERRIGHT
Transformations
Transformations are used to modify the translation, left/right rotations and scale of displays. They are created by calling transformation DSL. You can also apply directly matrix transformations and use quaternions, axis angles or use Euler angles for rotations.
Interpolations
You can convert your display entity into an "interpolable" display entity by calling interpolable() on it. This will allow you to interpolate between the current transformation and the target transformation in a given time.
Interpolation is especially useful when you want display entities to move or morph smoothly between ticks without rebuilding the entity from scratch.
