SalmonModel.java

net.minecraft.client.model.animal.fish.SalmonModel

信息

  • 全限定名:net.minecraft.client.model.animal.fish.SalmonModel
  • 类型:public class
  • 包:net.minecraft.client.model.animal.fish
  • 源码路径:src/main/java/net/minecraft/client/model/animal/fish/SalmonModel.java
  • 起始行号:L17
  • 继承:EntityModel
  • 职责:

    TODO

字段/常量

  • SMALL_TRANSFORMER

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

      TODO

  • LARGE_TRANSFORMER

    • 类型: MeshTransformer
    • 修饰符: public static final
    • 源码定位: L19
    • 说明:

      TODO

  • BODY_FRONT

    • 类型: String
    • 修饰符: private static final
    • 源码定位: L20
    • 说明:

      TODO

  • BODY_BACK

    • 类型: String
    • 修饰符: private static final
    • 源码定位: L21
    • 说明:

      TODO

  • Z_OFFSET

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

      TODO

  • bodyBack

    • 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 SalmonModel(ModelPart root) @ L25

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

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 createBodyLayer() @ L30

  • 方法名:createBodyLayer
  • 源码定位:L30
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public void setupAnim(SalmonRenderState state) @ L65

  • 方法名:setupAnim
  • 源码定位:L65
  • 返回类型:void
  • 修饰符:public

参数:

  • state: SalmonRenderState

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class SalmonModel extends EntityModel<SalmonRenderState> {
    public static final MeshTransformer SMALL_TRANSFORMER = MeshTransformer.scaling(0.5F);
    public static final MeshTransformer LARGE_TRANSFORMER = MeshTransformer.scaling(1.5F);
    private static final String BODY_FRONT = "body_front";
    private static final String BODY_BACK = "body_back";
    private static final float Z_OFFSET = -7.2F;
    private final ModelPart bodyBack;
 
    public SalmonModel(ModelPart root) {
        super(root);
        this.bodyBack = root.getChild("body_back");
    }
 
    public static LayerDefinition createBodyLayer() {
        MeshDefinition mesh = new MeshDefinition();
        PartDefinition root = mesh.getRoot();
        int yo = 20;
        PartDefinition bodyFront = root.addOrReplaceChild(
            "body_front", CubeListBuilder.create().texOffs(0, 0).addBox(-1.5F, -2.5F, 0.0F, 3.0F, 5.0F, 8.0F), PartPose.offset(0.0F, 20.0F, -7.2F)
        );
        PartDefinition bodyBack = root.addOrReplaceChild(
            "body_back", CubeListBuilder.create().texOffs(0, 13).addBox(-1.5F, -2.5F, 0.0F, 3.0F, 5.0F, 8.0F), PartPose.offset(0.0F, 20.0F, 0.8000002F)
        );
        root.addOrReplaceChild(
            "head", CubeListBuilder.create().texOffs(22, 0).addBox(-1.0F, -2.0F, -3.0F, 2.0F, 4.0F, 3.0F), PartPose.offset(0.0F, 20.0F, -7.2F)
        );
        bodyBack.addOrReplaceChild(
            "back_fin", CubeListBuilder.create().texOffs(20, 10).addBox(0.0F, -2.5F, 0.0F, 0.0F, 5.0F, 6.0F), PartPose.offset(0.0F, 0.0F, 8.0F)
        );
        bodyFront.addOrReplaceChild(
            "top_front_fin", CubeListBuilder.create().texOffs(2, 1).addBox(0.0F, 0.0F, 0.0F, 0.0F, 2.0F, 3.0F), PartPose.offset(0.0F, -4.5F, 5.0F)
        );
        bodyBack.addOrReplaceChild(
            "top_back_fin", CubeListBuilder.create().texOffs(0, 2).addBox(0.0F, 0.0F, 0.0F, 0.0F, 2.0F, 4.0F), PartPose.offset(0.0F, -4.5F, -1.0F)
        );
        root.addOrReplaceChild(
            "right_fin",
            CubeListBuilder.create().texOffs(-4, 0).addBox(-2.0F, 0.0F, 0.0F, 2.0F, 0.0F, 2.0F),
            PartPose.offsetAndRotation(-1.5F, 21.5F, -7.2F, 0.0F, 0.0F, (float) (-Math.PI / 4))
        );
        root.addOrReplaceChild(
            "left_fin",
            CubeListBuilder.create().texOffs(0, 0).addBox(0.0F, 0.0F, 0.0F, 2.0F, 0.0F, 2.0F),
            PartPose.offsetAndRotation(1.5F, 21.5F, -7.2F, 0.0F, 0.0F, (float) (Math.PI / 4))
        );
        return LayerDefinition.create(mesh, 32, 32);
    }
 
    public void setupAnim(SalmonRenderState state) {
        super.setupAnim(state);
        float amplitudeMultiplier = 1.0F;
        float angleMultiplier = 1.0F;
        if (!state.isInWater) {
            amplitudeMultiplier = 1.3F;
            angleMultiplier = 1.7F;
        }
 
        this.bodyBack.yRot = -amplitudeMultiplier * 0.25F * Mth.sin(angleMultiplier * 0.6F * state.ageInTicks);
    }
}

引用的其他类

  • EntityModel

    • 引用位置: 继承
  • ModelPart

    • 引用位置: 参数/字段
  • 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()
  • MeshTransformer

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

    • 引用位置: 参数
  • Mth

    • 引用位置: 方法调用
    • 关联成员: Mth.sin()