PiglinModel.java

net.minecraft.client.model.monster.piglin.PiglinModel

信息

  • 全限定名:net.minecraft.client.model.monster.piglin.PiglinModel
  • 类型:public abstract class
  • 包:net.minecraft.client.model.monster.piglin
  • 源码路径:src/main/java/net/minecraft/client/model/monster/piglin/PiglinModel.java
  • 起始行号:L13
  • 继承:AbstractPiglinModel
  • 职责:

    TODO

字段/常量

内部类/嵌套类型

构造器

public PiglinModel(ModelPart root) @ L14

  • 构造器名:PiglinModel
  • 源码定位:L14
  • 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 void setupAnim(PiglinRenderState state) @ L18

  • 方法名:setupAnim
  • 源码定位:L18
  • 返回类型:void
  • 修饰符:public

参数:

  • state: PiglinRenderState

说明:

TODO

protected void setupAttackAnimation(PiglinRenderState state) @ L55

  • 方法名:setupAttackAnimation
  • 源码定位:L55
  • 返回类型:void
  • 修饰符:protected

参数:

  • state: PiglinRenderState

说明:

TODO

private void holdWeaponHigh(PiglinRenderState state) @ L64

  • 方法名:holdWeaponHigh
  • 源码定位:L64
  • 返回类型:void
  • 修饰符:private

参数:

  • state: PiglinRenderState

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public abstract class PiglinModel extends AbstractPiglinModel<PiglinRenderState> {
    public PiglinModel(ModelPart root) {
        super(root);
    }
 
    public void setupAnim(PiglinRenderState state) {
        super.setupAnim(state);
        float defaultAngle = (float) (Math.PI / 6);
        float attackTime = state.attackTime;
        PiglinArmPose pose = state.armPose;
        if (pose == PiglinArmPose.DANCING) {
            float dancePos = state.ageInTicks / 60.0F;
            this.rightEar.zRot = (float) (Math.PI / 6) + (float) (Math.PI / 180.0) * Mth.sin(dancePos * 30.0F) * 10.0F;
            this.leftEar.zRot = (float) (-Math.PI / 6) - (float) (Math.PI / 180.0) * Mth.cos(dancePos * 30.0F) * 10.0F;
            this.head.x = this.head.x + Mth.sin(dancePos * 10.0F);
            this.head.y = this.head.y + (Mth.sin(dancePos * 40.0F) + 0.4F);
            this.rightArm.zRot = (float) (Math.PI / 180.0) * (70.0F + Mth.cos(dancePos * 40.0F) * 10.0F);
            this.leftArm.zRot = this.rightArm.zRot * -1.0F;
            this.rightArm.y = this.rightArm.y + (Mth.sin(dancePos * 40.0F) * 0.5F - 0.5F);
            this.leftArm.y = this.leftArm.y + (Mth.sin(dancePos * 40.0F) * 0.5F + 0.5F);
            this.body.y = this.body.y + Mth.sin(dancePos * 40.0F) * 0.35F;
        } else if (pose == PiglinArmPose.ATTACKING_WITH_MELEE_WEAPON && attackTime == 0.0F) {
            this.holdWeaponHigh(state);
        } else if (pose == PiglinArmPose.CROSSBOW_HOLD) {
            AnimationUtils.animateCrossbowHold(this.rightArm, this.leftArm, this.head, state.mainArm == HumanoidArm.RIGHT);
        } else if (pose == PiglinArmPose.CROSSBOW_CHARGE) {
            AnimationUtils.animateCrossbowCharge(
                this.rightArm, this.leftArm, state.maxCrossbowChageDuration, state.ticksUsingItem, state.mainArm == HumanoidArm.RIGHT
            );
        } else if (pose == PiglinArmPose.ADMIRING_ITEM) {
            this.head.xRot = 0.5F;
            this.head.yRot = 0.0F;
            if (state.mainArm == HumanoidArm.LEFT) {
                this.rightArm.yRot = -0.5F;
                this.rightArm.xRot = -0.9F;
            } else {
                this.leftArm.yRot = 0.5F;
                this.leftArm.xRot = -0.9F;
            }
        }
    }
 
    protected void setupAttackAnimation(PiglinRenderState state) {
        float attackTime = state.attackTime;
        if (attackTime > 0.0F && state.armPose == PiglinArmPose.ATTACKING_WITH_MELEE_WEAPON) {
            AnimationUtils.swingWeaponDown(this.rightArm, this.leftArm, state.mainArm, attackTime, state.ageInTicks);
        } else {
            super.setupAttackAnimation(state);
        }
    }
 
    private void holdWeaponHigh(PiglinRenderState state) {
        if (state.mainArm == HumanoidArm.LEFT) {
            this.leftArm.xRot = -1.8F;
        } else {
            this.rightArm.xRot = -1.8F;
        }
    }
}

引用的其他类

  • AnimationUtils

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

    • 引用位置: 参数
  • AbstractPiglinModel

    • 引用位置: 继承
  • PiglinRenderState

    • 引用位置: 参数
  • Mth

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