ZombieVillagerModel.java
net.minecraft.client.model.monster.zombie.ZombieVillagerModel
信息
- 全限定名:net.minecraft.client.model.monster.zombie.ZombieVillagerModel
- 类型:public class
- 包:net.minecraft.client.model.monster.zombie
- 源码路径:src/main/java/net/minecraft/client/model/monster/zombie/ZombieVillagerModel.java
- 起始行号:L21
- 继承:HumanoidModel
- 实现:VillagerLikeModel
- 职责:
TODO
字段/常量
- 无
内部类/嵌套类型
- 无
构造器
public ZombieVillagerModel(ModelPart root) @ L22
- 构造器名:ZombieVillagerModel
- 源码定位:L22
- 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() @ L26
- 方法名:createBodyLayer
- 源码定位:L26
- 返回类型:LayerDefinition
- 修饰符:public static
参数:
- 无
说明:
TODO
public static LayerDefinition createNoHatLayer() @ L66
- 方法名:createNoHatLayer
- 源码定位:L66
- 返回类型:LayerDefinition
- 修饰符:public static
参数:
- 无
说明:
TODO
public static ArmorModelSet<LayerDefinition> createArmorLayerSet(CubeDeformation innerDeformation, CubeDeformation outerDeformation) @ L73
- 方法名:createArmorLayerSet
- 源码定位:L73
- 返回类型:ArmorModelSet
- 修饰符:public static
参数:
- innerDeformation: CubeDeformation
- outerDeformation: CubeDeformation
说明:
TODO
private static MeshDefinition createBaseArmorMesh(CubeDeformation g) @ L78
- 方法名:createBaseArmorMesh
- 源码定位:L78
- 返回类型:MeshDefinition
- 修饰符:private static
参数:
- g: CubeDeformation
说明:
TODO
public void setupAnim(S state) @ L99
- 方法名:setupAnim
- 源码定位:L99
- 返回类型:void
- 修饰符:public
参数:
- state: S
说明:
TODO
public void translateToArms(ZombieVillagerRenderState state, PoseStack outputPoseStack) @ L104
- 方法名:translateToArms
- 源码定位:L104
- 返回类型:void
- 修饰符:public
参数:
- state: ZombieVillagerRenderState
- outputPoseStack: PoseStack
说明:
TODO
代码
@OnlyIn(Dist.CLIENT)
public class ZombieVillagerModel<S extends ZombieVillagerRenderState> extends HumanoidModel<S> implements VillagerLikeModel<S> {
public ZombieVillagerModel(ModelPart root) {
super(root);
}
public static LayerDefinition createBodyLayer() {
MeshDefinition mesh = HumanoidModel.createMesh(CubeDeformation.NONE, 0.0F);
PartDefinition root = mesh.getRoot();
PartDefinition head = root.addOrReplaceChild(
"head",
new CubeListBuilder().texOffs(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8.0F, 10.0F, 8.0F).texOffs(24, 0).addBox(-1.0F, -3.0F, -6.0F, 2.0F, 4.0F, 2.0F),
PartPose.ZERO
);
PartDefinition hat = head.addOrReplaceChild(
"hat", CubeListBuilder.create().texOffs(32, 0).addBox(-4.0F, -10.0F, -4.0F, 8.0F, 10.0F, 8.0F, new CubeDeformation(0.5F)), PartPose.ZERO
);
hat.addOrReplaceChild(
"hat_rim",
CubeListBuilder.create().texOffs(30, 47).addBox(-8.0F, -8.0F, -6.0F, 16.0F, 16.0F, 1.0F),
PartPose.rotation((float) (-Math.PI / 2), 0.0F, 0.0F)
);
root.addOrReplaceChild(
"body",
CubeListBuilder.create()
.texOffs(16, 20)
.addBox(-4.0F, 0.0F, -3.0F, 8.0F, 12.0F, 6.0F)
.texOffs(0, 38)
.addBox(-4.0F, 0.0F, -3.0F, 8.0F, 20.0F, 6.0F, new CubeDeformation(0.05F)),
PartPose.ZERO
);
root.addOrReplaceChild(
"right_arm", CubeListBuilder.create().texOffs(44, 22).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(-5.0F, 2.0F, 0.0F)
);
root.addOrReplaceChild(
"left_arm", CubeListBuilder.create().texOffs(44, 22).mirror().addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(5.0F, 2.0F, 0.0F)
);
root.addOrReplaceChild(
"right_leg", CubeListBuilder.create().texOffs(0, 22).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(-2.0F, 12.0F, 0.0F)
);
root.addOrReplaceChild(
"left_leg", CubeListBuilder.create().texOffs(0, 22).mirror().addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(2.0F, 12.0F, 0.0F)
);
return LayerDefinition.create(mesh, 64, 64);
}
public static LayerDefinition createNoHatLayer() {
return createBodyLayer().apply(mesh -> {
mesh.getRoot().clearChild("head").clearRecursively();
return mesh;
});
}
public static ArmorModelSet<LayerDefinition> createArmorLayerSet(CubeDeformation innerDeformation, CubeDeformation outerDeformation) {
return createArmorMeshSet(ZombieVillagerModel::createBaseArmorMesh, ADULT_ARMOR_PARTS_PER_SLOT, innerDeformation, outerDeformation)
.map(mesh -> LayerDefinition.create(mesh, 64, 32));
}
private static MeshDefinition createBaseArmorMesh(CubeDeformation g) {
MeshDefinition mesh = HumanoidModel.createMesh(g, 0.0F);
PartDefinition root = mesh.getRoot();
PartDefinition head = root.addOrReplaceChild(
"head", CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8.0F, 8.0F, 8.0F, g), PartPose.ZERO
);
root.addOrReplaceChild("body", CubeListBuilder.create().texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, g.extend(0.1F)), PartPose.ZERO);
root.addOrReplaceChild(
"right_leg",
CubeListBuilder.create().texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, g.extend(0.1F)),
PartPose.offset(-2.0F, 12.0F, 0.0F)
);
root.addOrReplaceChild(
"left_leg",
CubeListBuilder.create().texOffs(0, 16).mirror().addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, g.extend(0.1F)),
PartPose.offset(2.0F, 12.0F, 0.0F)
);
head.getChild("hat").addOrReplaceChild("hat_rim", CubeListBuilder.create(), PartPose.ZERO);
return mesh;
}
public void setupAnim(S state) {
super.setupAnim(state);
AnimationUtils.animateZombieArms(this.leftArm, this.rightArm, state.isAggressive, state);
}
public void translateToArms(ZombieVillagerRenderState state, PoseStack outputPoseStack) {
this.translateToHand(state, HumanoidArm.RIGHT, outputPoseStack);
}
}引用的其他类
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参数
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方法调用 - 关联成员:
AnimationUtils.animateZombieArms()
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方法调用/继承 - 关联成员:
HumanoidModel.createMesh()
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实现
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参数
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方法调用 - 关联成员:
PartPose.offset(), PartPose.rotation()
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参数/构造调用 - 关联成员:
CubeDeformation()
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方法调用/构造调用 - 关联成员:
CubeListBuilder(), CubeListBuilder.create()
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方法调用/返回值 - 关联成员:
LayerDefinition.create()
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返回值
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返回值
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