VexModel.java

net.minecraft.client.model.monster.vex.VexModel

信息

  • 全限定名:net.minecraft.client.model.monster.vex.VexModel
  • 类型:public class
  • 包:net.minecraft.client.model.monster.vex
  • 源码路径:src/main/java/net/minecraft/client/model/monster/vex/VexModel.java
  • 起始行号:L21
  • 继承:EntityModel
  • 实现:ArmedModel
  • 职责:

    TODO

字段/常量

  • body

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L22
    • 说明:

      TODO

  • rightArm

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L23
    • 说明:

      TODO

  • leftArm

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

      TODO

  • rightWing

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

      TODO

  • leftWing

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

      TODO

  • head

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

      TODO

内部类/嵌套类型

构造器

public VexModel(ModelPart root) @ L29

  • 构造器名:VexModel
  • 源码定位:L29
  • 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() @ L33

  • 方法名:createBodyLayer
  • 源码定位:L33
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public void setupAnim(VexRenderState state) @ L74

  • 方法名:setupAnim
  • 源码定位:L74
  • 返回类型:void
  • 修饰符:public

参数:

  • state: VexRenderState

说明:

TODO

private void setArmsCharging(boolean hasItemInRightHand, boolean hasItemInLeftHand, float movingArmZBob) @ L96

  • 方法名:setArmsCharging
  • 源码定位:L96
  • 返回类型:void
  • 修饰符:private

参数:

  • hasItemInRightHand: boolean
  • hasItemInLeftHand: boolean
  • movingArmZBob: float

说明:

TODO

public void translateToHand(VexRenderState state, HumanoidArm arm, PoseStack poseStack) @ L119

  • 方法名:translateToHand
  • 源码定位:L119
  • 返回类型:void
  • 修饰符:public

参数:

  • state: VexRenderState
  • arm: HumanoidArm
  • poseStack: PoseStack

说明:

TODO

private void offsetStackPosition(PoseStack poseStack, boolean mainArm) @ L129

  • 方法名:offsetStackPosition
  • 源码定位:L129
  • 返回类型:void
  • 修饰符:private

参数:

  • poseStack: PoseStack
  • mainArm: boolean

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class VexModel extends EntityModel<VexRenderState> implements ArmedModel<VexRenderState> {
    private final ModelPart body = this.root.getChild("body");
    private final ModelPart rightArm = this.body.getChild("right_arm");
    private final ModelPart leftArm = this.body.getChild("left_arm");
    private final ModelPart rightWing = this.body.getChild("right_wing");
    private final ModelPart leftWing = this.body.getChild("left_wing");
    private final ModelPart head = this.root.getChild("head");
 
    public VexModel(ModelPart root) {
        super(root.getChild("root"), RenderTypes::entityTranslucent);
    }
 
    public static LayerDefinition createBodyLayer() {
        MeshDefinition meshdefinition = new MeshDefinition();
        PartDefinition partdefinition = meshdefinition.getRoot();
        PartDefinition root = partdefinition.addOrReplaceChild("root", CubeListBuilder.create(), PartPose.offset(0.0F, -2.5F, 0.0F));
        root.addOrReplaceChild(
            "head",
            CubeListBuilder.create().texOffs(0, 0).addBox(-2.5F, -5.0F, -2.5F, 5.0F, 5.0F, 5.0F, new CubeDeformation(0.0F)),
            PartPose.offset(0.0F, 20.0F, 0.0F)
        );
        PartDefinition body = root.addOrReplaceChild(
            "body",
            CubeListBuilder.create()
                .texOffs(0, 10)
                .addBox(-1.5F, 0.0F, -1.0F, 3.0F, 4.0F, 2.0F, new CubeDeformation(0.0F))
                .texOffs(0, 16)
                .addBox(-1.5F, 1.0F, -1.0F, 3.0F, 5.0F, 2.0F, new CubeDeformation(-0.2F)),
            PartPose.offset(0.0F, 20.0F, 0.0F)
        );
        body.addOrReplaceChild(
            "right_arm",
            CubeListBuilder.create().texOffs(23, 0).addBox(-1.25F, -0.5F, -1.0F, 2.0F, 4.0F, 2.0F, new CubeDeformation(-0.1F)),
            PartPose.offset(-1.75F, 0.25F, 0.0F)
        );
        body.addOrReplaceChild(
            "left_arm",
            CubeListBuilder.create().texOffs(23, 6).addBox(-0.75F, -0.5F, -1.0F, 2.0F, 4.0F, 2.0F, new CubeDeformation(-0.1F)),
            PartPose.offset(1.75F, 0.25F, 0.0F)
        );
        body.addOrReplaceChild(
            "left_wing",
            CubeListBuilder.create().texOffs(16, 14).mirror().addBox(0.0F, 0.0F, 0.0F, 0.0F, 5.0F, 8.0F, new CubeDeformation(0.0F)).mirror(false),
            PartPose.offset(0.5F, 1.0F, 1.0F)
        );
        body.addOrReplaceChild(
            "right_wing",
            CubeListBuilder.create().texOffs(16, 14).addBox(0.0F, 0.0F, 0.0F, 0.0F, 5.0F, 8.0F, new CubeDeformation(0.0F)),
            PartPose.offset(-0.5F, 1.0F, 1.0F)
        );
        return LayerDefinition.create(meshdefinition, 32, 32);
    }
 
    public void setupAnim(VexRenderState state) {
        super.setupAnim(state);
        this.head.yRot = state.yRot * (float) (Math.PI / 180.0);
        this.head.xRot = state.xRot * (float) (Math.PI / 180.0);
        float movingArmZBob = Mth.cos(state.ageInTicks * 5.5F * (float) (Math.PI / 180.0)) * 0.1F;
        this.rightArm.zRot = (float) (Math.PI / 5) + movingArmZBob;
        this.leftArm.zRot = -((float) (Math.PI / 5) + movingArmZBob);
        if (state.isCharging) {
            this.body.xRot = 0.0F;
            this.setArmsCharging(!state.rightHandItemState.isEmpty(), !state.leftHandItemState.isEmpty(), movingArmZBob);
        } else {
            this.body.xRot = (float) (Math.PI / 20);
        }
 
        this.leftWing.yRot = 1.0995574F + Mth.cos(state.ageInTicks * 45.836624F * (float) (Math.PI / 180.0)) * (float) (Math.PI / 180.0) * 16.2F;
        this.rightWing.yRot = -this.leftWing.yRot;
        this.leftWing.xRot = 0.47123888F;
        this.leftWing.zRot = -0.47123888F;
        this.rightWing.xRot = 0.47123888F;
        this.rightWing.zRot = 0.47123888F;
    }
 
    private void setArmsCharging(boolean hasItemInRightHand, boolean hasItemInLeftHand, float movingArmZBob) {
        if (!hasItemInRightHand && !hasItemInLeftHand) {
            this.rightArm.xRot = -1.2217305F;
            this.rightArm.yRot = (float) (Math.PI / 12);
            this.rightArm.zRot = -0.47123888F - movingArmZBob;
            this.leftArm.xRot = -1.2217305F;
            this.leftArm.yRot = (float) (-Math.PI / 12);
            this.leftArm.zRot = 0.47123888F + movingArmZBob;
        } else {
            if (hasItemInRightHand) {
                this.rightArm.xRot = (float) (Math.PI * 7.0 / 6.0);
                this.rightArm.yRot = (float) (Math.PI / 12);
                this.rightArm.zRot = -0.47123888F - movingArmZBob;
            }
 
            if (hasItemInLeftHand) {
                this.leftArm.xRot = (float) (Math.PI * 7.0 / 6.0);
                this.leftArm.yRot = (float) (-Math.PI / 12);
                this.leftArm.zRot = 0.47123888F + movingArmZBob;
            }
        }
    }
 
    public void translateToHand(VexRenderState state, HumanoidArm arm, PoseStack poseStack) {
        boolean mainArm = arm == HumanoidArm.RIGHT;
        ModelPart activeArm = mainArm ? this.rightArm : this.leftArm;
        this.root.translateAndRotate(poseStack);
        this.body.translateAndRotate(poseStack);
        activeArm.translateAndRotate(poseStack);
        poseStack.scale(0.55F, 0.55F, 0.55F);
        this.offsetStackPosition(poseStack, mainArm);
    }
 
    private void offsetStackPosition(PoseStack poseStack, boolean mainArm) {
        if (mainArm) {
            poseStack.translate(0.046875, -0.15625, 0.078125);
        } else {
            poseStack.translate(-0.046875, -0.15625, 0.078125);
        }
    }
}

引用的其他类