BlazeModel.java
net.minecraft.client.model.monster.blaze.BlazeModel
信息
- 全限定名:net.minecraft.client.model.monster.blaze.BlazeModel
- 类型:public class
- 包:net.minecraft.client.model.monster.blaze
- 源码路径:src/main/java/net/minecraft/client/model/monster/blaze/BlazeModel.java
- 起始行号:L17
- 继承:EntityModel
- 职责:
TODO
字段/常量
-
upperBodyParts- 类型:
ModelPart[] - 修饰符:
private final - 源码定位:
L18 - 说明:
TODO
- 类型:
-
head- 类型:
ModelPart - 修饰符:
private final - 源码定位:
L19 - 说明:
TODO
- 类型:
内部类/嵌套类型
- 无
构造器
public BlazeModel(ModelPart root) @ L21
- 构造器名:BlazeModel
- 源码定位:L21
- 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。
private static String getPartName(int i) @ L28
- 方法名:getPartName
- 源码定位:L28
- 返回类型:String
- 修饰符:private static
参数:
- i: int
说明:
TODO
public static LayerDefinition createBodyLayer() @ L32
- 方法名:createBodyLayer
- 源码定位:L32
- 返回类型:LayerDefinition
- 修饰符:public static
参数:
- 无
说明:
TODO
public void setupAnim(LivingEntityRenderState state) @ L70
- 方法名:setupAnim
- 源码定位:L70
- 返回类型:void
- 修饰符:public
参数:
- state: LivingEntityRenderState
说明:
TODO
代码
@OnlyIn(Dist.CLIENT)
public class BlazeModel extends EntityModel<LivingEntityRenderState> {
private final ModelPart[] upperBodyParts;
private final ModelPart head;
public BlazeModel(ModelPart root) {
super(root);
this.head = root.getChild("head");
this.upperBodyParts = new ModelPart[12];
Arrays.setAll(this.upperBodyParts, i -> root.getChild(getPartName(i)));
}
private static String getPartName(int i) {
return "part" + i;
}
public static LayerDefinition createBodyLayer() {
MeshDefinition mesh = new MeshDefinition();
PartDefinition root = mesh.getRoot();
root.addOrReplaceChild("head", CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -4.0F, -4.0F, 8.0F, 8.0F, 8.0F), PartPose.ZERO);
float angle = 0.0F;
CubeListBuilder rod = CubeListBuilder.create().texOffs(0, 16).addBox(0.0F, 0.0F, 0.0F, 2.0F, 8.0F, 2.0F);
for (int i = 0; i < 4; i++) {
float x = Mth.cos(angle) * 9.0F;
float y = -2.0F + Mth.cos(i * 2 * 0.25F);
float z = Mth.sin(angle) * 9.0F;
root.addOrReplaceChild(getPartName(i), rod, PartPose.offset(x, y, z));
angle++;
}
angle = (float) (Math.PI / 4);
for (int i = 4; i < 8; i++) {
float x = Mth.cos(angle) * 7.0F;
float y = 2.0F + Mth.cos(i * 2 * 0.25F);
float z = Mth.sin(angle) * 7.0F;
root.addOrReplaceChild(getPartName(i), rod, PartPose.offset(x, y, z));
angle++;
}
angle = 0.47123894F;
for (int i = 8; i < 12; i++) {
float x = Mth.cos(angle) * 5.0F;
float y = 11.0F + Mth.cos(i * 1.5F * 0.5F);
float z = Mth.sin(angle) * 5.0F;
root.addOrReplaceChild(getPartName(i), rod, PartPose.offset(x, y, z));
angle++;
}
return LayerDefinition.create(mesh, 64, 32);
}
public void setupAnim(LivingEntityRenderState state) {
super.setupAnim(state);
float angle = state.ageInTicks * (float) Math.PI * -0.1F;
for (int i = 0; i < 4; i++) {
this.upperBodyParts[i].y = -2.0F + Mth.cos((i * 2 + state.ageInTicks) * 0.25F);
this.upperBodyParts[i].x = Mth.cos(angle) * 9.0F;
this.upperBodyParts[i].z = Mth.sin(angle) * 9.0F;
angle++;
}
angle = (float) (Math.PI / 4) + state.ageInTicks * (float) Math.PI * 0.03F;
for (int i = 4; i < 8; i++) {
this.upperBodyParts[i].y = 2.0F + Mth.cos((i * 2 + state.ageInTicks) * 0.25F);
this.upperBodyParts[i].x = Mth.cos(angle) * 7.0F;
this.upperBodyParts[i].z = Mth.sin(angle) * 7.0F;
angle++;
}
angle = 0.47123894F + state.ageInTicks * (float) Math.PI * -0.05F;
for (int i = 8; i < 12; i++) {
this.upperBodyParts[i].y = 11.0F + Mth.cos((i * 1.5F + state.ageInTicks) * 0.5F);
this.upperBodyParts[i].x = Mth.cos(angle) * 5.0F;
this.upperBodyParts[i].z = Mth.sin(angle) * 5.0F;
angle++;
}
this.head.yRot = state.yRot * (float) (Math.PI / 180.0);
this.head.xRot = state.xRot * (float) (Math.PI / 180.0);
}
}引用的其他类
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继承
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参数/字段
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方法调用 - 关联成员:
PartPose.offset()
- 引用位置:
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- 引用位置:
方法调用 - 关联成员:
CubeListBuilder.create()
- 引用位置:
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方法调用/返回值 - 关联成员:
LayerDefinition.create()
- 引用位置:
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构造调用 - 关联成员:
MeshDefinition()
- 引用位置:
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参数
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方法调用 - 关联成员:
Mth.cos(), Mth.sin()
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