IllagerModel.java

net.minecraft.client.model.monster.illager.IllagerModel

信息

  • 全限定名:net.minecraft.client.model.monster.illager.IllagerModel
  • 类型:public class
  • 包:net.minecraft.client.model.monster.illager
  • 源码路径:src/main/java/net/minecraft/client/model/monster/illager/IllagerModel.java
  • 起始行号:L23
  • 继承:EntityModel
  • 实现:ArmedModel, HeadedModel
  • 职责:

    TODO

字段/常量

  • head

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L24
    • 说明:

      TODO

  • hat

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L25
    • 说明:

      TODO

  • arms

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L26
    • 说明:

      TODO

  • leftLeg

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L27
    • 说明:

      TODO

  • rightLeg

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L28
    • 说明:

      TODO

  • rightArm

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L29
    • 说明:

      TODO

  • leftArm

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L30
    • 说明:

      TODO

内部类/嵌套类型

构造器

public IllagerModel(ModelPart root) @ L32

  • 构造器名:IllagerModel
  • 源码定位:L32
  • 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() @ L44

  • 方法名:createBodyLayer
  • 源码定位:L44
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public void setupAnim(S state) @ L86

  • 方法名:setupAnim
  • 源码定位:L86
  • 返回类型:void
  • 修饰符:public

参数:

  • state: S

说明:

TODO

private ModelPart getArm(HumanoidArm arm) @ L167

  • 方法名:getArm
  • 源码定位:L167
  • 返回类型:ModelPart
  • 修饰符:private

参数:

  • arm: HumanoidArm

说明:

TODO

public ModelPart getHat() @ L171

  • 方法名:getHat
  • 源码定位:L171
  • 返回类型:ModelPart
  • 修饰符:public

参数:

说明:

TODO

public ModelPart getHead() @ L175

  • 方法名:getHead
  • 源码定位:L175
  • 返回类型:ModelPart
  • 修饰符:public

参数:

说明:

TODO

public void translateToHand(IllagerRenderState state, HumanoidArm arm, PoseStack poseStack) @ L180

  • 方法名:translateToHand
  • 源码定位:L180
  • 返回类型:void
  • 修饰符:public

参数:

  • state: IllagerRenderState
  • arm: HumanoidArm
  • poseStack: PoseStack

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class IllagerModel<S extends IllagerRenderState> extends EntityModel<S> implements ArmedModel<S>, HeadedModel {
    private final ModelPart head;
    private final ModelPart hat;
    private final ModelPart arms;
    private final ModelPart leftLeg;
    private final ModelPart rightLeg;
    private final ModelPart rightArm;
    private final ModelPart leftArm;
 
    public IllagerModel(ModelPart root) {
        super(root);
        this.head = root.getChild("head");
        this.hat = this.head.getChild("hat");
        this.hat.visible = false;
        this.arms = root.getChild("arms");
        this.leftLeg = root.getChild("left_leg");
        this.rightLeg = root.getChild("right_leg");
        this.leftArm = root.getChild("left_arm");
        this.rightArm = root.getChild("right_arm");
    }
 
    public static LayerDefinition createBodyLayer() {
        MeshDefinition mesh = new MeshDefinition();
        PartDefinition root = mesh.getRoot();
        PartDefinition head = root.addOrReplaceChild(
            "head", CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8.0F, 10.0F, 8.0F), PartPose.offset(0.0F, 0.0F, 0.0F)
        );
        head.addOrReplaceChild(
            "hat", CubeListBuilder.create().texOffs(32, 0).addBox(-4.0F, -10.0F, -4.0F, 8.0F, 12.0F, 8.0F, new CubeDeformation(0.45F)), PartPose.ZERO
        );
        head.addOrReplaceChild(
            "nose", CubeListBuilder.create().texOffs(24, 0).addBox(-1.0F, -1.0F, -6.0F, 2.0F, 4.0F, 2.0F), PartPose.offset(0.0F, -2.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "body",
            CubeListBuilder.create()
                .texOffs(16, 20)
                .addBox(-4.0F, 0.0F, -3.0F, 8.0F, 12.0F, 6.0F)
                .texOffs(0, 38)
                .addBox(-4.0F, 0.0F, -3.0F, 8.0F, 20.0F, 6.0F, new CubeDeformation(0.5F)),
            PartPose.offset(0.0F, 0.0F, 0.0F)
        );
        PartDefinition arms = root.addOrReplaceChild(
            "arms",
            CubeListBuilder.create().texOffs(44, 22).addBox(-8.0F, -2.0F, -2.0F, 4.0F, 8.0F, 4.0F).texOffs(40, 38).addBox(-4.0F, 2.0F, -2.0F, 8.0F, 4.0F, 4.0F),
            PartPose.offsetAndRotation(0.0F, 3.0F, -1.0F, -0.75F, 0.0F, 0.0F)
        );
        arms.addOrReplaceChild("left_shoulder", CubeListBuilder.create().texOffs(44, 22).mirror().addBox(4.0F, -2.0F, -2.0F, 4.0F, 8.0F, 4.0F), PartPose.ZERO);
        root.addOrReplaceChild(
            "right_leg", CubeListBuilder.create().texOffs(0, 22).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(-2.0F, 12.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "left_leg", CubeListBuilder.create().texOffs(0, 22).mirror().addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(2.0F, 12.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "right_arm", CubeListBuilder.create().texOffs(40, 46).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(-5.0F, 2.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "left_arm", CubeListBuilder.create().texOffs(40, 46).mirror().addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(5.0F, 2.0F, 0.0F)
        );
        return LayerDefinition.create(mesh, 64, 64);
    }
 
    public void setupAnim(S state) {
        super.setupAnim(state);
        this.head.yRot = state.yRot * (float) (Math.PI / 180.0);
        this.head.xRot = state.xRot * (float) (Math.PI / 180.0);
        if (state.isRiding) {
            this.rightArm.xRot = (float) (-Math.PI / 5);
            this.rightArm.yRot = 0.0F;
            this.rightArm.zRot = 0.0F;
            this.leftArm.xRot = (float) (-Math.PI / 5);
            this.leftArm.yRot = 0.0F;
            this.leftArm.zRot = 0.0F;
            this.rightLeg.xRot = -1.4137167F;
            this.rightLeg.yRot = (float) (Math.PI / 10);
            this.rightLeg.zRot = 0.07853982F;
            this.leftLeg.xRot = -1.4137167F;
            this.leftLeg.yRot = (float) (-Math.PI / 10);
            this.leftLeg.zRot = -0.07853982F;
        } else {
            float animationSpeed = state.walkAnimationSpeed;
            float animationPos = state.walkAnimationPos;
            this.rightArm.xRot = Mth.cos(animationPos * 0.6662F + (float) Math.PI) * 2.0F * animationSpeed * 0.5F;
            this.rightArm.yRot = 0.0F;
            this.rightArm.zRot = 0.0F;
            this.leftArm.xRot = Mth.cos(animationPos * 0.6662F) * 2.0F * animationSpeed * 0.5F;
            this.leftArm.yRot = 0.0F;
            this.leftArm.zRot = 0.0F;
            this.rightLeg.xRot = Mth.cos(animationPos * 0.6662F) * 1.4F * animationSpeed * 0.5F;
            this.rightLeg.yRot = 0.0F;
            this.rightLeg.zRot = 0.0F;
            this.leftLeg.xRot = Mth.cos(animationPos * 0.6662F + (float) Math.PI) * 1.4F * animationSpeed * 0.5F;
            this.leftLeg.yRot = 0.0F;
            this.leftLeg.zRot = 0.0F;
        }
 
        AbstractIllager.IllagerArmPose pose = state.armPose;
        if (pose == AbstractIllager.IllagerArmPose.ATTACKING) {
            if (state.getMainHandItemState().isEmpty()) {
                AnimationUtils.animateZombieArms(this.leftArm, this.rightArm, true, state);
            } else {
                AnimationUtils.swingWeaponDown(this.rightArm, this.leftArm, state.mainArm, state.attackAnim, state.ageInTicks);
            }
        } else if (pose == AbstractIllager.IllagerArmPose.SPELLCASTING) {
            this.rightArm.z = 0.0F;
            this.rightArm.x = -5.0F;
            this.leftArm.z = 0.0F;
            this.leftArm.x = 5.0F;
            this.rightArm.xRot = Mth.cos(state.ageInTicks * 0.6662F) * 0.25F;
            this.leftArm.xRot = Mth.cos(state.ageInTicks * 0.6662F) * 0.25F;
            this.rightArm.zRot = (float) (Math.PI * 3.0 / 4.0);
            this.leftArm.zRot = (float) (-Math.PI * 3.0 / 4.0);
            this.rightArm.yRot = 0.0F;
            this.leftArm.yRot = 0.0F;
        } else if (pose == AbstractIllager.IllagerArmPose.BOW_AND_ARROW) {
            this.rightArm.yRot = -0.1F + this.head.yRot;
            this.rightArm.xRot = (float) (-Math.PI / 2) + this.head.xRot;
            this.leftArm.xRot = -0.9424779F + this.head.xRot;
            this.leftArm.yRot = this.head.yRot - 0.4F;
            this.leftArm.zRot = (float) (Math.PI / 2);
        } else if (pose == AbstractIllager.IllagerArmPose.CROSSBOW_HOLD) {
            AnimationUtils.animateCrossbowHold(this.rightArm, this.leftArm, this.head, true);
        } else if (pose == AbstractIllager.IllagerArmPose.CROSSBOW_CHARGE) {
            AnimationUtils.animateCrossbowCharge(this.rightArm, this.leftArm, state.maxCrossbowChargeDuration, state.ticksUsingItem, true);
        } else if (pose == AbstractIllager.IllagerArmPose.CELEBRATING) {
            this.rightArm.z = 0.0F;
            this.rightArm.x = -5.0F;
            this.rightArm.xRot = Mth.cos(state.ageInTicks * 0.6662F) * 0.05F;
            this.rightArm.zRot = 2.670354F;
            this.rightArm.yRot = 0.0F;
            this.leftArm.z = 0.0F;
            this.leftArm.x = 5.0F;
            this.leftArm.xRot = Mth.cos(state.ageInTicks * 0.6662F) * 0.05F;
            this.leftArm.zRot = (float) (-Math.PI * 3.0 / 4.0);
            this.leftArm.yRot = 0.0F;
        }
 
        boolean crossedArms = pose == AbstractIllager.IllagerArmPose.CROSSED;
        this.arms.visible = crossedArms;
        this.leftArm.visible = !crossedArms;
        this.rightArm.visible = !crossedArms;
    }
 
    private ModelPart getArm(HumanoidArm arm) {
        return arm == HumanoidArm.LEFT ? this.leftArm : this.rightArm;
    }
 
    public ModelPart getHat() {
        return this.hat;
    }
 
    @Override
    public ModelPart getHead() {
        return this.head;
    }
 
    public void translateToHand(IllagerRenderState state, HumanoidArm arm, PoseStack poseStack) {
        this.root.translateAndRotate(poseStack);
        this.getArm(arm).translateAndRotate(poseStack);
    }
}

引用的其他类

  • PoseStack

    • 引用位置: 参数
  • AnimationUtils

    • 引用位置: 方法调用
    • 关联成员: AnimationUtils.animateCrossbowCharge(), AnimationUtils.animateCrossbowHold(), AnimationUtils.animateZombieArms(), AnimationUtils.swingWeaponDown()
  • ArmedModel

    • 引用位置: 实现
  • EntityModel

    • 引用位置: 继承
  • HeadedModel

    • 引用位置: 实现
  • ModelPart

    • 引用位置: 参数/字段/返回值
  • PartPose

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

    • 引用位置: 构造调用
    • 关联成员: CubeDeformation()
  • 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()
  • IllagerRenderState

    • 引用位置: 参数
  • Mth

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

    • 引用位置: 参数