WardenModel.java

net.minecraft.client.model.monster.warden.WardenModel

信息

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

    TODO

字段/常量

  • DEFAULT_ARM_X_Y

    • 类型: float
    • 修饰符: private static final
    • 源码定位: L21
    • 说明:

      TODO

  • DEFAULT_ARM_Z

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

      TODO

  • bone

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

      TODO

  • body

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

      TODO

  • head

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

      TODO

  • rightTendril

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

      TODO

  • leftTendril

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

      TODO

  • leftLeg

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

      TODO

  • leftArm

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

      TODO

  • leftRibcage

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

      TODO

  • rightArm

    • 类型: ModelPart
    • 修饰符: protected final
    • 源码定位: L31
    • 说明:

      TODO

  • rightLeg

    • 类型: ModelPart
    • 修饰符: protected final
    • 源码定位: L32
    • 说明:

      TODO

  • rightRibcage

    • 类型: ModelPart
    • 修饰符: protected final
    • 源码定位: L33
    • 说明:

      TODO

  • attackAnimation

    • 类型: KeyframeAnimation
    • 修饰符: private final
    • 源码定位: L34
    • 说明:

      TODO

  • sonicBoomAnimation

    • 类型: KeyframeAnimation
    • 修饰符: private final
    • 源码定位: L35
    • 说明:

      TODO

  • diggingAnimation

    • 类型: KeyframeAnimation
    • 修饰符: private final
    • 源码定位: L36
    • 说明:

      TODO

  • emergeAnimation

    • 类型: KeyframeAnimation
    • 修饰符: private final
    • 源码定位: L37
    • 说明:

      TODO

  • roarAnimation

    • 类型: KeyframeAnimation
    • 修饰符: private final
    • 源码定位: L38
    • 说明:

      TODO

  • sniffAnimation

    • 类型: KeyframeAnimation
    • 修饰符: private final
    • 源码定位: L39
    • 说明:

      TODO

内部类/嵌套类型

构造器

public WardenModel(ModelPart root) @ L41

  • 构造器名:WardenModel
  • 源码定位:L41
  • 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() @ L62

  • 方法名:createBodyLayer
  • 源码定位:L62
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public static LayerDefinition createTendrilsLayer() @ L101

  • 方法名:createTendrilsLayer
  • 源码定位:L101
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public static LayerDefinition createHeartLayer() @ L108

  • 方法名:createHeartLayer
  • 源码定位:L108
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public static LayerDefinition createBioluminescentLayer() @ L115

  • 方法名:createBioluminescentLayer
  • 源码定位:L115
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public static LayerDefinition createPulsatingSpotsLayer() @ L122

  • 方法名:createPulsatingSpotsLayer
  • 源码定位:L122
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public void setupAnim(WardenRenderState state) @ L129

  • 方法名:setupAnim
  • 源码定位:L129
  • 返回类型:void
  • 修饰符:public

参数:

  • state: WardenRenderState

说明:

TODO

private void animateHeadLookTarget(float yRot, float xRot) @ L143

  • 方法名:animateHeadLookTarget
  • 源码定位:L143
  • 返回类型:void
  • 修饰符:private

参数:

  • yRot: float
  • xRot: float

说明:

TODO

private void animateIdlePose(float ageInTicks) @ L148

  • 方法名:animateIdlePose
  • 源码定位:L148
  • 返回类型:void
  • 修饰符:private

参数:

  • ageInTicks: float

说明:

TODO

private void animateWalk(float animationPos, float animationSpeed) @ L158

  • 方法名:animateWalk
  • 源码定位:L158
  • 返回类型:void
  • 修饰符:private

参数:

  • animationPos: float
  • animationSpeed: float

说明:

TODO

private void resetArmPoses() @ L177

  • 方法名:resetArmPoses
  • 源码定位:L177
  • 返回类型:void
  • 修饰符:private

参数:

说明:

TODO

private void animateTendrils(WardenRenderState state, float ageInTicks) @ L188

  • 方法名:animateTendrils
  • 源码定位:L188
  • 返回类型:void
  • 修饰符:private

参数:

  • state: WardenRenderState
  • ageInTicks: float

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class WardenModel extends EntityModel<WardenRenderState> {
    private static final float DEFAULT_ARM_X_Y = 13.0F;
    private static final float DEFAULT_ARM_Z = 1.0F;
    protected final ModelPart bone;
    protected final ModelPart body;
    protected final ModelPart head;
    protected final ModelPart rightTendril;
    protected final ModelPart leftTendril;
    protected final ModelPart leftLeg;
    protected final ModelPart leftArm;
    protected final ModelPart leftRibcage;
    protected final ModelPart rightArm;
    protected final ModelPart rightLeg;
    protected final ModelPart rightRibcage;
    private final KeyframeAnimation attackAnimation;
    private final KeyframeAnimation sonicBoomAnimation;
    private final KeyframeAnimation diggingAnimation;
    private final KeyframeAnimation emergeAnimation;
    private final KeyframeAnimation roarAnimation;
    private final KeyframeAnimation sniffAnimation;
 
    public WardenModel(ModelPart root) {
        super(root, RenderTypes::entityCutout);
        this.bone = root.getChild("bone");
        this.body = this.bone.getChild("body");
        this.head = this.body.getChild("head");
        this.rightLeg = this.bone.getChild("right_leg");
        this.leftLeg = this.bone.getChild("left_leg");
        this.rightArm = this.body.getChild("right_arm");
        this.leftArm = this.body.getChild("left_arm");
        this.rightTendril = this.head.getChild("right_tendril");
        this.leftTendril = this.head.getChild("left_tendril");
        this.rightRibcage = this.body.getChild("right_ribcage");
        this.leftRibcage = this.body.getChild("left_ribcage");
        this.attackAnimation = WardenAnimation.WARDEN_ATTACK.bake(root);
        this.sonicBoomAnimation = WardenAnimation.WARDEN_SONIC_BOOM.bake(root);
        this.diggingAnimation = WardenAnimation.WARDEN_DIG.bake(root);
        this.emergeAnimation = WardenAnimation.WARDEN_EMERGE.bake(root);
        this.roarAnimation = WardenAnimation.WARDEN_ROAR.bake(root);
        this.sniffAnimation = WardenAnimation.WARDEN_SNIFF.bake(root);
    }
 
    public static LayerDefinition createBodyLayer() {
        MeshDefinition mesh = new MeshDefinition();
        PartDefinition root = mesh.getRoot();
        PartDefinition bone = root.addOrReplaceChild("bone", CubeListBuilder.create(), PartPose.offset(0.0F, 24.0F, 0.0F));
        PartDefinition body = bone.addOrReplaceChild(
            "body", CubeListBuilder.create().texOffs(0, 0).addBox(-9.0F, -13.0F, -4.0F, 18.0F, 21.0F, 11.0F), PartPose.offset(0.0F, -21.0F, 0.0F)
        );
        body.addOrReplaceChild(
            "right_ribcage", CubeListBuilder.create().texOffs(90, 11).addBox(-2.0F, -11.0F, -0.1F, 9.0F, 21.0F, 0.0F), PartPose.offset(-7.0F, -2.0F, -4.0F)
        );
        body.addOrReplaceChild(
            "left_ribcage",
            CubeListBuilder.create().texOffs(90, 11).mirror().addBox(-7.0F, -11.0F, -0.1F, 9.0F, 21.0F, 0.0F).mirror(false),
            PartPose.offset(7.0F, -2.0F, -4.0F)
        );
        PartDefinition head = body.addOrReplaceChild(
            "head", CubeListBuilder.create().texOffs(0, 32).addBox(-8.0F, -16.0F, -5.0F, 16.0F, 16.0F, 10.0F), PartPose.offset(0.0F, -13.0F, 0.0F)
        );
        head.addOrReplaceChild(
            "right_tendril", CubeListBuilder.create().texOffs(52, 32).addBox(-16.0F, -13.0F, 0.0F, 16.0F, 16.0F, 0.0F), PartPose.offset(-8.0F, -12.0F, 0.0F)
        );
        head.addOrReplaceChild(
            "left_tendril", CubeListBuilder.create().texOffs(58, 0).addBox(0.0F, -13.0F, 0.0F, 16.0F, 16.0F, 0.0F), PartPose.offset(8.0F, -12.0F, 0.0F)
        );
        body.addOrReplaceChild(
            "right_arm", CubeListBuilder.create().texOffs(44, 50).addBox(-4.0F, 0.0F, -4.0F, 8.0F, 28.0F, 8.0F), PartPose.offset(-13.0F, -13.0F, 1.0F)
        );
        body.addOrReplaceChild(
            "left_arm", CubeListBuilder.create().texOffs(0, 58).addBox(-4.0F, 0.0F, -4.0F, 8.0F, 28.0F, 8.0F), PartPose.offset(13.0F, -13.0F, 1.0F)
        );
        bone.addOrReplaceChild(
            "right_leg", CubeListBuilder.create().texOffs(76, 48).addBox(-3.1F, 0.0F, -3.0F, 6.0F, 13.0F, 6.0F), PartPose.offset(-5.9F, -13.0F, 0.0F)
        );
        bone.addOrReplaceChild(
            "left_leg", CubeListBuilder.create().texOffs(76, 76).addBox(-2.9F, 0.0F, -3.0F, 6.0F, 13.0F, 6.0F), PartPose.offset(5.9F, -13.0F, 0.0F)
        );
        return LayerDefinition.create(mesh, 128, 128);
    }
 
    public static LayerDefinition createTendrilsLayer() {
        return createBodyLayer().apply(mesh -> {
            mesh.getRoot().retainExactParts(Set.of("left_tendril", "right_tendril"));
            return mesh;
        });
    }
 
    public static LayerDefinition createHeartLayer() {
        return createBodyLayer().apply(mesh -> {
            mesh.getRoot().retainExactParts(Set.of("body"));
            return mesh;
        });
    }
 
    public static LayerDefinition createBioluminescentLayer() {
        return createBodyLayer().apply(mesh -> {
            mesh.getRoot().retainExactParts(Set.of("head", "left_arm", "right_arm", "left_leg", "right_leg"));
            return mesh;
        });
    }
 
    public static LayerDefinition createPulsatingSpotsLayer() {
        return createBodyLayer().apply(mesh -> {
            mesh.getRoot().retainExactParts(Set.of("body", "head", "left_arm", "right_arm", "left_leg", "right_leg"));
            return mesh;
        });
    }
 
    public void setupAnim(WardenRenderState state) {
        super.setupAnim(state);
        this.animateHeadLookTarget(state.yRot, state.xRot);
        this.animateWalk(state.walkAnimationPos, state.walkAnimationSpeed);
        this.animateIdlePose(state.ageInTicks);
        this.animateTendrils(state, state.ageInTicks);
        this.attackAnimation.apply(state.attackAnimationState, state.ageInTicks);
        this.sonicBoomAnimation.apply(state.sonicBoomAnimationState, state.ageInTicks);
        this.diggingAnimation.apply(state.diggingAnimationState, state.ageInTicks);
        this.emergeAnimation.apply(state.emergeAnimationState, state.ageInTicks);
        this.roarAnimation.apply(state.roarAnimationState, state.ageInTicks);
        this.sniffAnimation.apply(state.sniffAnimationState, state.ageInTicks);
    }
 
    private void animateHeadLookTarget(float yRot, float xRot) {
        this.head.xRot = xRot * (float) (Math.PI / 180.0);
        this.head.yRot = yRot * (float) (Math.PI / 180.0);
    }
 
    private void animateIdlePose(float ageInTicks) {
        float scaledAge = ageInTicks * 0.1F;
        float wobbleCosine = Mth.cos(scaledAge);
        float wobbleSine = Mth.sin(scaledAge);
        this.head.zRot += 0.06F * wobbleCosine;
        this.head.xRot += 0.06F * wobbleSine;
        this.body.zRot += 0.025F * wobbleSine;
        this.body.xRot += 0.025F * wobbleCosine;
    }
 
    private void animateWalk(float animationPos, float animationSpeed) {
        float speedModifier = Math.min(0.5F, 3.0F * animationSpeed);
        float adjustedPos = animationPos * 0.8662F;
        float adjustedPosCosine = Mth.cos(adjustedPos);
        float adjustedPosSine = Mth.sin(adjustedPos);
        float speedModifierWithMin = Math.min(0.35F, speedModifier);
        this.head.zRot += 0.3F * adjustedPosSine * speedModifier;
        this.head.xRot = this.head.xRot + 1.2F * Mth.cos(adjustedPos + (float) (Math.PI / 2)) * speedModifierWithMin;
        this.body.zRot = 0.1F * adjustedPosSine * speedModifier;
        this.body.xRot = 1.0F * adjustedPosCosine * speedModifierWithMin;
        this.leftLeg.xRot = 1.0F * adjustedPosCosine * speedModifier;
        this.rightLeg.xRot = 1.0F * Mth.cos(adjustedPos + (float) Math.PI) * speedModifier;
        this.leftArm.xRot = -(0.8F * adjustedPosCosine * speedModifier);
        this.leftArm.zRot = 0.0F;
        this.rightArm.xRot = -(0.8F * adjustedPosSine * speedModifier);
        this.rightArm.zRot = 0.0F;
        this.resetArmPoses();
    }
 
    private void resetArmPoses() {
        this.leftArm.yRot = 0.0F;
        this.leftArm.z = 1.0F;
        this.leftArm.x = 13.0F;
        this.leftArm.y = -13.0F;
        this.rightArm.yRot = 0.0F;
        this.rightArm.z = 1.0F;
        this.rightArm.x = -13.0F;
        this.rightArm.y = -13.0F;
    }
 
    private void animateTendrils(WardenRenderState state, float ageInTicks) {
        float tendrilXRot = state.tendrilAnimation * (float)(Math.cos(ageInTicks * 2.25) * Math.PI * 0.1F);
        this.leftTendril.xRot = tendrilXRot;
        this.rightTendril.xRot = -tendrilXRot;
    }
}

引用的其他类