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
- 无
内部类/嵌套类型
- 无
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:
- 无
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:
- 无
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;
}
}引用的其他类
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- 引用位置:
参数
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-
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方法调用 - 关联成员:
AnimationUtils.bobArms()
- 引用位置:
-
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方法调用/继承 - 关联成员:
HumanoidModel.createMesh()
- 引用位置:
-
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参数
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-
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方法调用 - 关联成员:
PartPose.offset()
- 引用位置:
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构造调用 - 关联成员:
CubeDeformation()
- 引用位置:
-
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方法调用 - 关联成员:
CubeListBuilder.create()
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-
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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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参数
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方法调用 - 关联成员:
Mth.sin()
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参数
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