ArmorStandArmorModel.java

net.minecraft.client.model.object.armorstand.ArmorStandArmorModel

信息

  • 全限定名:net.minecraft.client.model.object.armorstand.ArmorStandArmorModel
  • 类型:public class
  • 包:net.minecraft.client.model.object.armorstand
  • 源码路径:src/main/java/net/minecraft/client/model/object/armorstand/ArmorStandArmorModel.java
  • 起始行号:L17
  • 继承:HumanoidModel
  • 职责:

    TODO

字段/常量

内部类/嵌套类型

构造器

public ArmorStandArmorModel(ModelPart root) @ L18

  • 构造器名:ArmorStandArmorModel
  • 源码定位:L18
  • 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 ArmorModelSet<LayerDefinition> createArmorLayerSet(CubeDeformation innerDeformation, CubeDeformation outerDeformation) @ L22

  • 方法名:createArmorLayerSet
  • 源码定位:L22
  • 返回类型:ArmorModelSet
  • 修饰符:public static

参数:

  • innerDeformation: CubeDeformation
  • outerDeformation: CubeDeformation

说明:

TODO

private static MeshDefinition createBaseMesh(CubeDeformation g) @ L27

  • 方法名:createBaseMesh
  • 源码定位:L27
  • 返回类型:MeshDefinition
  • 修饰符:private static

参数:

  • g: CubeDeformation

说明:

TODO

public void setupAnim(ArmorStandRenderState state) @ L47

  • 方法名:setupAnim
  • 源码定位:L47
  • 返回类型:void
  • 修饰符:public

参数:

  • state: ArmorStandRenderState

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class ArmorStandArmorModel extends HumanoidModel<ArmorStandRenderState> {
    public ArmorStandArmorModel(ModelPart root) {
        super(root);
    }
 
    public static ArmorModelSet<LayerDefinition> createArmorLayerSet(CubeDeformation innerDeformation, CubeDeformation outerDeformation) {
        return createArmorMeshSet(ArmorStandArmorModel::createBaseMesh, ADULT_ARMOR_PARTS_PER_SLOT, innerDeformation, outerDeformation)
            .map(mesh -> LayerDefinition.create(mesh, 64, 32));
    }
 
    private static MeshDefinition createBaseMesh(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, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, g), PartPose.offset(0.0F, 1.0F, 0.0F)
        );
        head.addOrReplaceChild("hat", CubeListBuilder.create().texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, g.extend(0.5F)), 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(-1.9F, 11.0F, 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(1.9F, 11.0F, 0.0F)
        );
        return mesh;
    }
 
    public void setupAnim(ArmorStandRenderState state) {
        super.setupAnim(state);
        this.head.xRot = (float) (Math.PI / 180.0) * state.headPose.x();
        this.head.yRot = (float) (Math.PI / 180.0) * state.headPose.y();
        this.head.zRot = (float) (Math.PI / 180.0) * state.headPose.z();
        this.body.xRot = (float) (Math.PI / 180.0) * state.bodyPose.x();
        this.body.yRot = (float) (Math.PI / 180.0) * state.bodyPose.y();
        this.body.zRot = (float) (Math.PI / 180.0) * state.bodyPose.z();
        this.leftArm.xRot = (float) (Math.PI / 180.0) * state.leftArmPose.x();
        this.leftArm.yRot = (float) (Math.PI / 180.0) * state.leftArmPose.y();
        this.leftArm.zRot = (float) (Math.PI / 180.0) * state.leftArmPose.z();
        this.rightArm.xRot = (float) (Math.PI / 180.0) * state.rightArmPose.x();
        this.rightArm.yRot = (float) (Math.PI / 180.0) * state.rightArmPose.y();
        this.rightArm.zRot = (float) (Math.PI / 180.0) * state.rightArmPose.z();
        this.leftLeg.xRot = (float) (Math.PI / 180.0) * state.leftLegPose.x();
        this.leftLeg.yRot = (float) (Math.PI / 180.0) * state.leftLegPose.y();
        this.leftLeg.zRot = (float) (Math.PI / 180.0) * state.leftLegPose.z();
        this.rightLeg.xRot = (float) (Math.PI / 180.0) * state.rightLegPose.x();
        this.rightLeg.yRot = (float) (Math.PI / 180.0) * state.rightLegPose.y();
        this.rightLeg.zRot = (float) (Math.PI / 180.0) * state.rightLegPose.z();
    }
}

引用的其他类