SkeletonModel.java

net.minecraft.client.model.monster.skeleton.SkeletonModel

信息

  • 全限定名:net.minecraft.client.model.monster.skeleton.SkeletonModel
  • 类型:public class
  • 包:net.minecraft.client.model.monster.skeleton
  • 源码路径:src/main/java/net/minecraft/client/model/monster/skeleton/SkeletonModel.java
  • 起始行号:L20
  • 继承:HumanoidModel
  • 职责:

    TODO

字段/常量

内部类/嵌套类型

构造器

public SkeletonModel(ModelPart root) @ L21

  • 构造器名:SkeletonModel
  • 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。

public static LayerDefinition createBodyLayer() @ L25

  • 方法名:createBodyLayer
  • 源码定位:L25
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

protected static void createDefaultSkeletonMesh(PartDefinition root) @ L32

  • 方法名:createDefaultSkeletonMesh
  • 源码定位:L32
  • 返回类型:void
  • 修饰符:protected static

参数:

  • root: PartDefinition

说明:

TODO

public static LayerDefinition createSingleModelDualBodyLayer() @ L47

  • 方法名:createSingleModelDualBodyLayer
  • 源码定位:L47
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public void setupAnim(S state) @ L102

  • 方法名:setupAnim
  • 源码定位:L102
  • 返回类型:void
  • 修饰符:public

参数:

  • state: S

说明:

TODO

public void translateToHand(SkeletonRenderState state, HumanoidArm arm, PoseStack poseStack) @ L120

  • 方法名:translateToHand
  • 源码定位:L120
  • 返回类型:void
  • 修饰符:public

参数:

  • state: SkeletonRenderState
  • arm: HumanoidArm
  • poseStack: PoseStack

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class SkeletonModel<S extends SkeletonRenderState> extends HumanoidModel<S> {
    public SkeletonModel(ModelPart root) {
        super(root);
    }
 
    public static LayerDefinition createBodyLayer() {
        MeshDefinition mesh = HumanoidModel.createMesh(CubeDeformation.NONE, 0.0F);
        PartDefinition root = mesh.getRoot();
        createDefaultSkeletonMesh(root);
        return LayerDefinition.create(mesh, 64, 32);
    }
 
    protected static void createDefaultSkeletonMesh(PartDefinition root) {
        root.addOrReplaceChild(
            "right_arm", CubeListBuilder.create().texOffs(40, 16).addBox(-1.0F, -2.0F, -1.0F, 2.0F, 12.0F, 2.0F), PartPose.offset(-5.0F, 2.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "left_arm", CubeListBuilder.create().texOffs(40, 16).mirror().addBox(-1.0F, -2.0F, -1.0F, 2.0F, 12.0F, 2.0F), PartPose.offset(5.0F, 2.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "right_leg", CubeListBuilder.create().texOffs(0, 16).addBox(-1.0F, 0.0F, -1.0F, 2.0F, 12.0F, 2.0F), PartPose.offset(-2.0F, 12.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "left_leg", CubeListBuilder.create().texOffs(0, 16).mirror().addBox(-1.0F, 0.0F, -1.0F, 2.0F, 12.0F, 2.0F), PartPose.offset(2.0F, 12.0F, 0.0F)
        );
    }
 
    public static LayerDefinition createSingleModelDualBodyLayer() {
        MeshDefinition meshdefinition = new MeshDefinition();
        PartDefinition root = meshdefinition.getRoot();
        root.addOrReplaceChild(
            "body",
            CubeListBuilder.create()
                .texOffs(16, 16)
                .addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F)
                .texOffs(28, 0)
                .addBox(-4.0F, 10.0F, -2.0F, 8.0F, 1.0F, 4.0F)
                .texOffs(16, 48)
                .addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, new CubeDeformation(0.025F)),
            PartPose.offset(0.0F, 0.0F, 0.0F)
        );
        root.addOrReplaceChild(
                "head",
                CubeListBuilder.create()
                    .texOffs(0, 0)
                    .addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F)
                    .texOffs(0, 32)
                    .addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, new CubeDeformation(0.2F)),
                PartPose.offset(0.0F, 0.0F, 0.0F)
            )
            .addOrReplaceChild("hat", CubeListBuilder.create(), PartPose.ZERO);
        root.addOrReplaceChild(
            "right_arm",
            CubeListBuilder.create()
                .texOffs(40, 16)
                .addBox(-1.0F, -2.0F, -1.0F, 2.0F, 12.0F, 2.0F)
                .texOffs(42, 33)
                .addBox(-1.55F, -2.025F, -1.5F, 3.0F, 12.0F, 3.0F),
            PartPose.offset(-5.5F, 2.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "left_arm",
            CubeListBuilder.create()
                .texOffs(56, 16)
                .addBox(-1.0F, -2.0F, -1.0F, 2.0F, 12.0F, 2.0F)
                .texOffs(40, 48)
                .addBox(-1.45F, -2.025F, -1.5F, 3.0F, 12.0F, 3.0F),
            PartPose.offset(5.5F, 2.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "right_leg",
            CubeListBuilder.create().texOffs(0, 16).addBox(-1.0F, 0.0F, -1.0F, 2.0F, 12.0F, 2.0F).texOffs(0, 49).addBox(-1.5F, -0.0F, -1.5F, 3.0F, 12.0F, 3.0F),
            PartPose.offset(-2.0F, 12.0F, 0.0F)
        );
        root.addOrReplaceChild(
            "left_leg",
            CubeListBuilder.create().texOffs(0, 16).addBox(-1.0F, 0.0F, -1.0F, 2.0F, 12.0F, 2.0F).texOffs(4, 49).addBox(-1.5F, 0.0F, -1.5F, 3.0F, 12.0F, 3.0F),
            PartPose.offset(2.0F, 12.0F, 0.0F)
        );
        return LayerDefinition.create(meshdefinition, 64, 64);
    }
 
    public void setupAnim(S state) {
        super.setupAnim(state);
        if (state.isAggressive && !state.isHoldingBow) {
            float attackTime = state.attackTime;
            float attack2 = Mth.sin(attackTime * (float) Math.PI);
            float attack = Mth.sin((1.0F - (1.0F - attackTime) * (1.0F - attackTime)) * (float) Math.PI);
            this.rightArm.zRot = 0.0F;
            this.leftArm.zRot = 0.0F;
            this.rightArm.yRot = -(0.1F - attack2 * 0.6F);
            this.leftArm.yRot = 0.1F - attack2 * 0.6F;
            this.rightArm.xRot = (float) (-Math.PI / 2);
            this.leftArm.xRot = (float) (-Math.PI / 2);
            this.rightArm.xRot -= attack2 * 1.2F - attack * 0.4F;
            this.leftArm.xRot -= attack2 * 1.2F - attack * 0.4F;
            AnimationUtils.bobArms(this.rightArm, this.leftArm, state.ageInTicks);
        }
    }
 
    public void translateToHand(SkeletonRenderState state, HumanoidArm arm, PoseStack poseStack) {
        this.root().translateAndRotate(poseStack);
        float offset = arm == HumanoidArm.RIGHT ? 1.0F : -1.0F;
        ModelPart part = this.getArm(arm);
        part.x += offset;
        part.translateAndRotate(poseStack);
        part.x -= offset;
    }
}

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