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

  • head

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L19
    • 说明:

      TODO

内部类/嵌套类型

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:

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

  • 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()
  • 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()
  • LivingEntityRenderState

    • 引用位置: 参数
  • Mth

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