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API Reference

API signatures, constructor parameters, configuration schemas, call examples, and development commands are kept together in this directory. Explanations of algorithms, module boundaries, data flow, and resource ownership are collected in doc/. References are organized against the current source; historical performance/client-acceptance records state the environment in effect at the time, and a documentation migration does not mean they were re-verified this time.

Models, Skeletons, and Animation

Document Content
Generic model posing and animation Model clip library, format integration, ModelPosing, static pose, IK channels, and API migration
Model assembly and outfit cache Part Builder, shared skeleton, hidden regions, reference remapping, LRU cache, and extension APIs
Minecraft outfit resources and swapping Resource-pack JSON, programmatic registration, handle swap, resource reload, and instance state migration
Anchor and MC equipment Generic anchors, camera-relative coordinates, held/head items, custom equipment renderers, and lifecycle
Real-asset outfit swap example RibbonDress texture/model swap, MC held items, client screenshots, and performance comparison
Skeleton Dynamics Generic rigid bodies/joints, Reader/Builder, IK limits and reverse mapping, diamond closure, instance control, and diagnostics
Physics and tick loop Native world, compound shapes, joints, force/impulse, environment, drag, active ragdoll, anchors, and block physics
MMD/glTF configuration and deployment model manifest, profile fields, character limits, runtime deployment, and commands
Model loading and rendering Resource formats, model_proxy, instance creation, Blockbench, and run entry points
Cameras and animation Direct control, keyframes, JSON, shared timeline, and model clip binding
FSM State variables, layers/states/transitions, pose schema, and host binding
Multiplexer Variant selection DSL, Builder, instance state, and FSM composition

Rendering and Output

Document Content
Custom rendering, Effects, and Shader DSL / Shader DSL / Effects and post-processing Registration/scope, pipeline descriptors, shaders, parameters, DSL, effects, and post-processing graphs
UML framework backend/context/factory, the public interfaces and lifecycle contracts for scheduling and buffers
Backend extension Standalone backend modules, host frame context, upload and output adaptation
Scheduling and model handles McModelHandle, visibility, Entity/BlockEntity renderer integration
World UI and free cursor Transparent input layer, screen unprojection, world panels, drag capture, and keyboard focus
Final frame output Subscriptions, shared frames, MIRROR/OFFSCREEN_ONLY, exceptions, and closing
Player / Free / Fixed Camera Camera types, creation, generic follow targets, entity binding, projection, and runtime render configuration
Multi-camera output contract / Startup and verification walkthrough Camera lifecycle, resource packs, standalone windows, startup, FBO consumption, and recording
PBR Player JSON, Java conversion rules, context, priority, and diagnostic commands
Alpha/OIT Material passes, debug scenes, commands, keybinds, and acceptance metrics
Volumetric clouds Multi-layer sky configuration, single cloud instance, quality, preview, and verification entry

Data and Tools

Document Content
Data-driven registration Content schema, factory and property extension, diagnostics, and reload; getting started and tutorials are in data-driven/ (four reference pages + three guides)
Formula Expressions, Namespace, functions/variables, operators, and errors
Build and verification entry Gradle tasks, standalone GL, client acceptance, and evidence boundaries

Documentation Maintenance

Add package names, signatures, units, default values, error conditions, and lifecycle for new callable APIs in this directory, and link to the corresponding explanation. Update call examples and configuration tables when changing an API. Update this index, the root README, relative links, and anchors when migrating or renaming. Explanation docs may use type names, mathematical expressions, and diagrams to explain the mechanics; method references, configuration tables, and operating steps are maintained in this directory.