VillagerModel.java

net.minecraft.client.model.npc.VillagerModel

信息

  • 全限定名:net.minecraft.client.model.npc.VillagerModel
  • 类型:public class
  • 包:net.minecraft.client.model.npc
  • 源码路径:src/main/java/net/minecraft/client/model/npc/VillagerModel.java
  • 起始行号:L19
  • 继承:EntityModel
  • 实现:HeadedModel, VillagerLikeModel
  • 职责:

    TODO

字段/常量

  • head

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L20
    • 说明:

      TODO

  • rightLeg

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

      TODO

  • leftLeg

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

      TODO

  • arms

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

      TODO

内部类/嵌套类型

构造器

public VillagerModel(ModelPart root) @ L25

  • 构造器名:VillagerModel
  • 源码定位:L25
  • 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 MeshDefinition createBodyModel() @ L33

  • 方法名:createBodyModel
  • 源码定位:L33
  • 返回类型:MeshDefinition
  • 修饰符:public static

参数:

说明:

TODO

public static MeshDefinition createNoHatModel() @ L77

  • 方法名:createNoHatModel
  • 源码定位:L77
  • 返回类型:MeshDefinition
  • 修饰符:public static

参数:

说明:

TODO

public void setupAnim(VillagerRenderState state) @ L83

  • 方法名:setupAnim
  • 源码定位:L83
  • 返回类型:void
  • 修饰符:public

参数:

  • state: VillagerRenderState

说明:

TODO

public ModelPart getHead() @ L100

  • 方法名:getHead
  • 源码定位:L100
  • 返回类型:ModelPart
  • 修饰符:public

参数:

说明:

TODO

public void translateToArms(VillagerRenderState state, PoseStack outputPoseStack) @ L105

  • 方法名:translateToArms
  • 源码定位:L105
  • 返回类型:void
  • 修饰符:public

参数:

  • state: VillagerRenderState
  • outputPoseStack: PoseStack

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class VillagerModel extends EntityModel<VillagerRenderState> implements HeadedModel, VillagerLikeModel<VillagerRenderState> {
    private final ModelPart head;
    private final ModelPart rightLeg;
    private final ModelPart leftLeg;
    private final ModelPart arms;
 
    public VillagerModel(ModelPart root) {
        super(root);
        this.head = root.getChild("head");
        this.rightLeg = root.getChild("right_leg");
        this.leftLeg = root.getChild("left_leg");
        this.arms = root.getChild("arms");
    }
 
    public static MeshDefinition createBodyModel() {
        MeshDefinition mesh = new MeshDefinition();
        PartDefinition root = mesh.getRoot();
        float offset = 0.5F;
        PartDefinition head = root.addOrReplaceChild(
            "head", CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8.0F, 10.0F, 8.0F), 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(0.51F)), 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)
        );
        head.addOrReplaceChild(
            "nose", CubeListBuilder.create().texOffs(24, 0).addBox(-1.0F, -1.0F, -6.0F, 2.0F, 4.0F, 2.0F), PartPose.offset(0.0F, -2.0F, 0.0F)
        );
        PartDefinition body = root.addOrReplaceChild(
            "body", CubeListBuilder.create().texOffs(16, 20).addBox(-4.0F, 0.0F, -3.0F, 8.0F, 12.0F, 6.0F), PartPose.ZERO
        );
        body.addOrReplaceChild(
            "jacket", CubeListBuilder.create().texOffs(0, 38).addBox(-4.0F, 0.0F, -3.0F, 8.0F, 20.0F, 6.0F, new CubeDeformation(0.5F)), PartPose.ZERO
        );
        root.addOrReplaceChild(
            "arms",
            CubeListBuilder.create()
                .texOffs(44, 22)
                .addBox(-8.0F, -2.0F, -2.0F, 4.0F, 8.0F, 4.0F)
                .texOffs(44, 22)
                .addBox(4.0F, -2.0F, -2.0F, 4.0F, 8.0F, 4.0F, true)
                .texOffs(40, 38)
                .addBox(-4.0F, 2.0F, -2.0F, 8.0F, 4.0F, 4.0F),
            PartPose.offsetAndRotation(0.0F, 3.0F, -1.0F, -0.75F, 0.0F, 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 mesh;
    }
 
    public static MeshDefinition createNoHatModel() {
        MeshDefinition mesh = createBodyModel();
        mesh.getRoot().clearChild("head").clearRecursively();
        return mesh;
    }
 
    public void setupAnim(VillagerRenderState state) {
        super.setupAnim(state);
        this.head.yRot = state.yRot * (float) (Math.PI / 180.0);
        this.head.xRot = state.xRot * (float) (Math.PI / 180.0);
        if (state.isUnhappy) {
            this.head.zRot = 0.3F * Mth.sin(0.45F * state.ageInTicks);
            this.head.xRot = 0.4F;
        } else {
            this.head.zRot = 0.0F;
        }
 
        this.rightLeg.xRot = Mth.cos(state.walkAnimationPos * 0.6662F) * 1.4F * state.walkAnimationSpeed * 0.5F;
        this.leftLeg.xRot = Mth.cos(state.walkAnimationPos * 0.6662F + (float) Math.PI) * 1.4F * state.walkAnimationSpeed * 0.5F;
        this.rightLeg.yRot = 0.0F;
        this.leftLeg.yRot = 0.0F;
    }
 
    @Override
    public ModelPart getHead() {
        return this.head;
    }
 
    public void translateToArms(VillagerRenderState state, PoseStack outputPoseStack) {
        this.root.translateAndRotate(outputPoseStack);
        this.arms.translateAndRotate(outputPoseStack);
    }
}

引用的其他类