BabyFelineModel.java

net.minecraft.client.model.animal.feline.BabyFelineModel

信息

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

    TODO

字段/常量

内部类/嵌套类型

构造器

protected BabyFelineModel(ModelPart root) @ L16

  • 构造器名:BabyFelineModel
  • 源码定位:L16
  • 修饰符:protected

参数:

  • root: ModelPart

说明:

TODO

方法

下面的方法块按源码顺序生成。

public static LayerDefinition createBabyLayer() @ L20

  • 方法名:createBabyLayer
  • 源码定位:L20
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public void setupAnim(S state) @ L60

  • 方法名:setupAnim
  • 源码定位:L60
  • 返回类型:void
  • 修饰符:public

参数:

  • state: S

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class BabyFelineModel<S extends FelineRenderState> extends AbstractFelineModel<S> {
    protected BabyFelineModel(ModelPart root) {
        super(root);
    }
 
    public static LayerDefinition createBabyLayer() {
        MeshDefinition meshdefinition = new MeshDefinition();
        PartDefinition partdefinition = meshdefinition.getRoot();
        partdefinition.addOrReplaceChild(
            "head",
            CubeListBuilder.create()
                .texOffs(0, 0)
                .addBox(-2.5F, -3.0F, -2.875F, 5.0F, 4.0F, 4.0F)
                .texOffs(18, 0)
                .addBox(-2.0F, -4.0F, -0.875F, 1.0F, 1.0F, 2.0F)
                .texOffs(24, 0)
                .addBox(1.0F, -4.0F, -0.875F, 1.0F, 1.0F, 2.0F)
                .texOffs(18, 3)
                .addBox(-1.5F, -1.0F, -3.875F, 3.0F, 2.0F, 1.0F),
            PartPose.offset(0.0F, 20.0F, -3.125F)
        );
        partdefinition.addOrReplaceChild(
            "left_front_leg", CubeListBuilder.create().texOffs(18, 18).addBox(-0.5F, 0.0F, -1.0F, 1.0F, 2.0F, 2.0F), PartPose.offset(1.0F, 22.0F, -1.5F)
        );
        partdefinition.addOrReplaceChild(
            "right_front_leg", CubeListBuilder.create().texOffs(12, 18).addBox(-0.5F, 0.0F, -1.0F, 1.0F, 2.0F, 2.0F), PartPose.offset(-1.0F, 22.0F, -1.5F)
        );
        partdefinition.addOrReplaceChild(
            "left_hind_leg", CubeListBuilder.create().texOffs(18, 22).addBox(-0.5F, 0.0F, -1.0F, 1.0F, 2.0F, 2.0F), PartPose.offset(1.0F, 22.0F, 2.5F)
        );
        partdefinition.addOrReplaceChild(
            "body", CubeListBuilder.create().texOffs(0, 8).addBox(-2.0F, -1.5F, -3.5F, 4.0F, 3.0F, 7.0F), PartPose.offset(0.0F, 20.5F, 0.5F)
        );
        partdefinition.addOrReplaceChild(
            "right_hind_leg", CubeListBuilder.create().texOffs(12, 22).addBox(-0.5F, 0.0F, -1.0F, 1.0F, 2.0F, 2.0F), PartPose.offset(-1.0F, 22.0F, 2.5F)
        );
        partdefinition.addOrReplaceChild(
            "tail1",
            CubeListBuilder.create().texOffs(0, 18).addBox(-0.5F, -0.107F, 0.0849F, 1.0F, 1.0F, 5.0F),
            PartPose.offsetAndRotation(0.0F, 19.107F, 3.9151F, -0.567232F, 0.0F, 0.0F)
        );
        partdefinition.addOrReplaceChild("tail2", CubeListBuilder.create(), PartPose.ZERO);
        return LayerDefinition.create(meshdefinition, 32, 32);
    }
 
    public void setupAnim(S state) {
        super.setupAnim(state);
        float ageScale = state.ageScale;
        if (state.isCrouching) {
            this.body.y += 1.0F * ageScale;
            this.head.y += 2.0F * ageScale;
            this.tail1.y += 1.0F * ageScale;
            this.tail2.y += -4.0F * ageScale;
            this.tail2.z += 2.0F * ageScale;
            this.tail1.xRot = (float) (Math.PI / 2);
            this.tail2.xRot = (float) (Math.PI / 2);
        } else if (state.isSprinting) {
            this.tail2.y = this.tail1.y;
            this.tail2.z += 2.0F * ageScale;
            this.tail1.xRot = (float) (Math.PI / 2);
            this.tail2.xRot = (float) (Math.PI / 2);
        }
 
        this.head.xRot = state.xRot * (float) (Math.PI / 180.0);
        this.head.yRot = state.yRot * (float) (Math.PI / 180.0);
        if (!state.isSitting) {
            float animationSpeed = state.walkAnimationSpeed;
            float animationPos = state.walkAnimationPos;
            if (state.isSprinting) {
                this.leftHindLeg.xRot = Mth.cos(animationPos * 0.6662F) * animationSpeed;
                this.rightHindLeg.xRot = Mth.cos(animationPos * 0.6662F + 0.3F) * animationSpeed;
                this.leftFrontLeg.xRot = Mth.cos(animationPos * 0.6662F + (float) Math.PI + 0.3F) * animationSpeed;
                this.rightFrontLeg.xRot = Mth.cos(animationPos * 0.6662F + (float) Math.PI) * animationSpeed;
                this.tail2.xRot = 1.7278761F + (float) (Math.PI / 10) * Mth.cos(animationPos) * animationSpeed;
            } else {
                this.leftHindLeg.xRot = Mth.cos(animationPos * 0.6662F) * animationSpeed;
                this.rightHindLeg.xRot = Mth.cos(animationPos * 0.6662F + (float) Math.PI) * animationSpeed;
                this.leftFrontLeg.xRot = Mth.cos(animationPos * 0.6662F + (float) Math.PI) * animationSpeed;
                this.rightFrontLeg.xRot = Mth.cos(animationPos * 0.6662F) * animationSpeed;
                if (!state.isCrouching) {
                    this.tail2.xRot = 1.7278761F + (float) (Math.PI / 4) * Mth.cos(animationPos) * animationSpeed;
                } else {
                    this.tail2.xRot = 1.7278761F + 0.47123894F * Mth.cos(animationPos) * animationSpeed;
                }
            }
        } else if (state.isSitting) {
            this.body.xRot += -0.43633232F;
            this.body.y++;
            this.head.z += 0.75F;
            this.tail1.xRot += 0.5454154F;
            this.tail1.y += 4.0F;
            this.tail1.z -= 0.9F;
            this.leftHindLeg.z -= 0.9F;
            this.rightHindLeg.z -= 0.9F;
        }
 
        if (state.lieDownAmount > 0.0F) {
            this.body.x++;
            this.head.xRot = Mth.rotLerp(state.lieDownAmount, this.head.xRot, (float) (Math.PI / 18));
            this.head.zRot = Mth.rotLerp(state.lieDownAmount, this.head.zRot, (float) (-Math.PI * 5.0 / 12.0));
            this.head.x++;
            this.head.y += 0.75F;
            this.head.z -= 0.5F;
            this.rightFrontLeg.xRot = (float) (-Math.PI / 4);
            this.rightFrontLeg.x += 3.5F;
            this.rightFrontLeg.y -= 0.5F;
            this.rightFrontLeg.z += 0.0F;
            this.leftFrontLeg.xRot = (float) (-Math.PI / 2);
            this.leftFrontLeg.x++;
            this.leftFrontLeg.y--;
            this.leftFrontLeg.z -= 2.0F;
            this.rightHindLeg.xRot = (float) (Math.PI * 2.0 / 9.0);
            this.rightHindLeg.yRot = (float) (Math.PI / 9);
            this.rightHindLeg.zRot = (float) (-Math.PI / 9);
            this.rightHindLeg.x += 2.5F;
            this.rightHindLeg.y -= 0.25F;
            this.rightHindLeg.z += 0.5F;
            this.leftHindLeg.x++;
            this.leftHindLeg.z--;
            this.tail1.xRot = this.tail1.xRot + Mth.rotLerp(state.lieDownAmountTail, this.tail1.xRot, (float) (-Math.PI / 6));
            this.tail1.yRot = this.tail1.yRot + Mth.rotLerp(state.lieDownAmountTail, this.tail1.yRot, 0.0F);
            this.tail1.zRot = this.tail1.zRot + Mth.rotLerp(state.lieDownAmountTail, this.tail1.zRot, (float) (-Math.PI / 18));
            this.tail1.x++;
            this.tail1.y += 0.5F;
            this.tail1.z -= 0.25F;
        }
 
        if (state.relaxStateOneAmount > 0.0F) {
            this.head.xRot = Mth.rotLerp(state.relaxStateOneAmount, this.head.xRot, -0.58177644F);
        }
    }
}

引用的其他类

  • AbstractFelineModel

    • 引用位置: 继承
  • ModelPart

    • 引用位置: 参数
  • PartPose

    • 引用位置: 方法调用
    • 关联成员: PartPose.offset(), 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()
  • MeshDefinition

    • 引用位置: 构造调用
    • 关联成员: MeshDefinition()
  • Mth

    • 引用位置: 方法调用
    • 关联成员: Mth.cos(), Mth.rotLerp()