DonkeyModel.java

net.minecraft.client.model.animal.equine.DonkeyModel

信息

  • 全限定名:net.minecraft.client.model.animal.equine.DonkeyModel
  • 类型:public class
  • 包:net.minecraft.client.model.animal.equine
  • 源码路径:src/main/java/net/minecraft/client/model/animal/equine/DonkeyModel.java
  • 起始行号:L15
  • 继承:AbstractEquineModel
  • 职责:

    TODO

字段/常量

  • DONKEY_SCALE

    • 类型: float
    • 修饰符: public static final
    • 源码定位: L16
    • 说明:

      TODO

  • MULE_SCALE

    • 类型: float
    • 修饰符: public static final
    • 源码定位: L17
    • 说明:

      TODO

  • DONKEY_TRANSFORMER

    • 类型: MeshTransformer
    • 修饰符: private static final
    • 源码定位: L18
    • 说明:

      TODO

  • leftChest

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L22
    • 说明:

      TODO

  • rightChest

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L23
    • 说明:

      TODO

内部类/嵌套类型

构造器

public DonkeyModel(ModelPart root) @ L25

  • 构造器名:DonkeyModel
  • 源码定位:L25
  • 修饰符:public

参数:

  • root: ModelPart

说明:

TODO

public DonkeyModel(ModelPart root, ModelPart headParts, ModelPart rightHindLeg, ModelPart rightFrontLeg, ModelPart leftHindLeg, ModelPart leftFrontLeg, ModelPart tail) @ L29

  • 构造器名:DonkeyModel
  • 源码定位:L29
  • 修饰符:public

参数:

  • root: ModelPart
  • headParts: ModelPart
  • rightHindLeg: ModelPart
  • rightFrontLeg: ModelPart
  • leftHindLeg: ModelPart
  • leftFrontLeg: ModelPart
  • tail: ModelPart

说明:

TODO

方法

下面的方法块按源码顺序生成。

public static LayerDefinition createBodyLayer(float scale) @ L35

  • 方法名:createBodyLayer
  • 源码定位:L35
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

  • scale: float

说明:

TODO

public static LayerDefinition createSaddleLayer(float scale) @ L41

  • 方法名:createSaddleLayer
  • 源码定位:L41
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

  • scale: float

说明:

TODO

private static void modifyMesh(PartDefinition root) @ L45

  • 方法名:modifyMesh
  • 源码定位:L45
  • 返回类型:void
  • 修饰符:private static

参数:

  • root: PartDefinition

说明:

TODO

public void setupAnim(DonkeyRenderState state) @ L56

  • 方法名:setupAnim
  • 源码定位:L56
  • 返回类型:void
  • 修饰符:public

参数:

  • state: DonkeyRenderState

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class DonkeyModel extends AbstractEquineModel<DonkeyRenderState> {
    public static final float DONKEY_SCALE = 0.87F;
    public static final float MULE_SCALE = 0.92F;
    private static final MeshTransformer DONKEY_TRANSFORMER = mesh -> {
        modifyMesh(mesh.getRoot());
        return mesh;
    };
    private final ModelPart leftChest = this.body.getChild("left_chest");
    private final ModelPart rightChest = this.body.getChild("right_chest");
 
    public DonkeyModel(ModelPart root) {
        super(root);
    }
 
    public DonkeyModel(
        ModelPart root, ModelPart headParts, ModelPart rightHindLeg, ModelPart rightFrontLeg, ModelPart leftHindLeg, ModelPart leftFrontLeg, ModelPart tail
    ) {
        super(root, headParts, rightHindLeg, rightFrontLeg, leftHindLeg, leftFrontLeg, tail);
    }
 
    public static LayerDefinition createBodyLayer(float scale) {
        return LayerDefinition.create(AbstractEquineModel.createBodyMesh(CubeDeformation.NONE), 64, 64)
            .apply(DONKEY_TRANSFORMER)
            .apply(MeshTransformer.scaling(scale));
    }
 
    public static LayerDefinition createSaddleLayer(float scale) {
        return EquineSaddleModel.createSaddleLayer().apply(DONKEY_TRANSFORMER).apply(MeshTransformer.scaling(scale));
    }
 
    private static void modifyMesh(PartDefinition root) {
        PartDefinition body = root.getChild("body");
        CubeListBuilder chest = CubeListBuilder.create().texOffs(26, 21).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 8.0F, 3.0F);
        body.addOrReplaceChild("left_chest", chest, PartPose.offsetAndRotation(6.0F, -8.0F, 0.0F, 0.0F, (float) (-Math.PI / 2), 0.0F));
        body.addOrReplaceChild("right_chest", chest, PartPose.offsetAndRotation(-6.0F, -8.0F, 0.0F, 0.0F, (float) (Math.PI / 2), 0.0F));
        PartDefinition head = root.getChild("head_parts").getChild("head");
        CubeListBuilder ear = CubeListBuilder.create().texOffs(0, 12).addBox(-1.0F, -7.0F, 0.0F, 2.0F, 7.0F, 1.0F);
        head.addOrReplaceChild("left_ear", ear, PartPose.offsetAndRotation(1.25F, -10.0F, 4.0F, (float) (Math.PI / 12), 0.0F, (float) (Math.PI / 12)));
        head.addOrReplaceChild("right_ear", ear, PartPose.offsetAndRotation(-1.25F, -10.0F, 4.0F, (float) (Math.PI / 12), 0.0F, (float) (-Math.PI / 12)));
    }
 
    public void setupAnim(DonkeyRenderState state) {
        super.setupAnim(state);
        this.leftChest.visible = state.hasChest;
        this.rightChest.visible = state.hasChest;
    }
}

引用的其他类

  • AbstractEquineModel

    • 引用位置: 方法调用/继承
    • 关联成员: AbstractEquineModel.createBodyMesh()
  • EquineSaddleModel

    • 引用位置: 方法调用
    • 关联成员: EquineSaddleModel.createSaddleLayer()
  • ModelPart

    • 引用位置: 参数/字段
  • PartPose

    • 引用位置: 方法调用
    • 关联成员: PartPose.offsetAndRotation()
  • CubeListBuilder

    • 引用位置: 方法调用
    • 关联成员: CubeListBuilder.create()
  • LayerDefinition

    • 引用位置: 方法调用/返回值
    • 关联成员: LayerDefinition.create()
  • MeshTransformer

    • 引用位置: 字段/方法调用
    • 关联成员: MeshTransformer.scaling()
  • PartDefinition

    • 引用位置: 参数
  • DonkeyRenderState

    • 引用位置: 参数