ArmorStandModel.java
net.minecraft.client.model.object.armorstand.ArmorStandModel
信息
- 全限定名:net.minecraft.client.model.object.armorstand.ArmorStandModel
- 类型:public class
- 包:net.minecraft.client.model.object.armorstand
- 源码路径:src/main/java/net/minecraft/client/model/object/armorstand/ArmorStandModel.java
- 起始行号:L18
- 继承:ArmorStandArmorModel
- 职责:
TODO
字段/常量
-
RIGHT_BODY_STICK- 类型:
String - 修饰符:
private static final - 源码定位:
L19 - 说明:
TODO
- 类型:
-
LEFT_BODY_STICK- 类型:
String - 修饰符:
private static final - 源码定位:
L20 - 说明:
TODO
- 类型:
-
SHOULDER_STICK- 类型:
String - 修饰符:
private static final - 源码定位:
L21 - 说明:
TODO
- 类型:
-
BASE_PLATE- 类型:
String - 修饰符:
private static final - 源码定位:
L22 - 说明:
TODO
- 类型:
-
rightBodyStick- 类型:
ModelPart - 修饰符:
private final - 源码定位:
L23 - 说明:
TODO
- 类型:
-
leftBodyStick- 类型:
ModelPart - 修饰符:
private final - 源码定位:
L24 - 说明:
TODO
- 类型:
-
shoulderStick- 类型:
ModelPart - 修饰符:
private final - 源码定位:
L25 - 说明:
TODO
- 类型:
-
basePlate- 类型:
ModelPart - 修饰符:
private final - 源码定位:
L26 - 说明:
TODO
- 类型:
内部类/嵌套类型
- 无
构造器
public ArmorStandModel(ModelPart root) @ L28
- 构造器名:ArmorStandModel
- 源码定位:L28
- 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() @ L37
- 方法名:createBodyLayer
- 源码定位:L37
- 返回类型:LayerDefinition
- 修饰符:public static
参数:
- 无
说明:
TODO
public void setupAnim(ArmorStandRenderState state) @ L63
- 方法名:setupAnim
- 源码定位:L63
- 返回类型:void
- 修饰符:public
参数:
- state: ArmorStandRenderState
说明:
TODO
public void translateToHand(ArmorStandRenderState state, HumanoidArm arm, PoseStack poseStack) @ L81
- 方法名:translateToHand
- 源码定位:L81
- 返回类型:void
- 修饰符:public
参数:
- state: ArmorStandRenderState
- arm: HumanoidArm
- poseStack: PoseStack
说明:
TODO
代码
@OnlyIn(Dist.CLIENT)
public class ArmorStandModel extends ArmorStandArmorModel {
private static final String RIGHT_BODY_STICK = "right_body_stick";
private static final String LEFT_BODY_STICK = "left_body_stick";
private static final String SHOULDER_STICK = "shoulder_stick";
private static final String BASE_PLATE = "base_plate";
private final ModelPart rightBodyStick;
private final ModelPart leftBodyStick;
private final ModelPart shoulderStick;
private final ModelPart basePlate;
public ArmorStandModel(ModelPart root) {
super(root);
this.rightBodyStick = root.getChild("right_body_stick");
this.leftBodyStick = root.getChild("left_body_stick");
this.shoulderStick = root.getChild("shoulder_stick");
this.basePlate = root.getChild("base_plate");
this.hat.visible = false;
}
public static LayerDefinition createBodyLayer() {
MeshDefinition mesh = HumanoidModel.createMesh(CubeDeformation.NONE, 0.0F);
PartDefinition root = mesh.getRoot();
root.addOrReplaceChild("head", CubeListBuilder.create().texOffs(0, 0).addBox(-1.0F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F), PartPose.offset(0.0F, 1.0F, 0.0F));
root.addOrReplaceChild("body", CubeListBuilder.create().texOffs(0, 26).addBox(-6.0F, 0.0F, -1.5F, 12.0F, 3.0F, 3.0F), PartPose.ZERO);
root.addOrReplaceChild(
"right_arm", CubeListBuilder.create().texOffs(24, 0).addBox(-2.0F, -2.0F, -1.0F, 2.0F, 12.0F, 2.0F), PartPose.offset(-5.0F, 2.0F, 0.0F)
);
root.addOrReplaceChild(
"left_arm", CubeListBuilder.create().texOffs(32, 16).mirror().addBox(0.0F, -2.0F, -1.0F, 2.0F, 12.0F, 2.0F), PartPose.offset(5.0F, 2.0F, 0.0F)
);
root.addOrReplaceChild(
"right_leg", CubeListBuilder.create().texOffs(8, 0).addBox(-1.0F, 0.0F, -1.0F, 2.0F, 11.0F, 2.0F), PartPose.offset(-1.9F, 12.0F, 0.0F)
);
root.addOrReplaceChild(
"left_leg", CubeListBuilder.create().texOffs(40, 16).mirror().addBox(-1.0F, 0.0F, -1.0F, 2.0F, 11.0F, 2.0F), PartPose.offset(1.9F, 12.0F, 0.0F)
);
root.addOrReplaceChild("right_body_stick", CubeListBuilder.create().texOffs(16, 0).addBox(-3.0F, 3.0F, -1.0F, 2.0F, 7.0F, 2.0F), PartPose.ZERO);
root.addOrReplaceChild("left_body_stick", CubeListBuilder.create().texOffs(48, 16).addBox(1.0F, 3.0F, -1.0F, 2.0F, 7.0F, 2.0F), PartPose.ZERO);
root.addOrReplaceChild("shoulder_stick", CubeListBuilder.create().texOffs(0, 48).addBox(-4.0F, 10.0F, -1.0F, 8.0F, 2.0F, 2.0F), PartPose.ZERO);
root.addOrReplaceChild(
"base_plate", CubeListBuilder.create().texOffs(0, 32).addBox(-6.0F, 11.0F, -6.0F, 12.0F, 1.0F, 12.0F), PartPose.offset(0.0F, 12.0F, 0.0F)
);
return LayerDefinition.create(mesh, 64, 64);
}
@Override
public void setupAnim(ArmorStandRenderState state) {
super.setupAnim(state);
this.basePlate.yRot = (float) (Math.PI / 180.0) * -state.yRot;
this.leftArm.visible = state.showArms;
this.rightArm.visible = state.showArms;
this.basePlate.visible = state.showBasePlate;
this.rightBodyStick.xRot = (float) (Math.PI / 180.0) * state.bodyPose.x();
this.rightBodyStick.yRot = (float) (Math.PI / 180.0) * state.bodyPose.y();
this.rightBodyStick.zRot = (float) (Math.PI / 180.0) * state.bodyPose.z();
this.leftBodyStick.xRot = (float) (Math.PI / 180.0) * state.bodyPose.x();
this.leftBodyStick.yRot = (float) (Math.PI / 180.0) * state.bodyPose.y();
this.leftBodyStick.zRot = (float) (Math.PI / 180.0) * state.bodyPose.z();
this.shoulderStick.xRot = (float) (Math.PI / 180.0) * state.bodyPose.x();
this.shoulderStick.yRot = (float) (Math.PI / 180.0) * state.bodyPose.y();
this.shoulderStick.zRot = (float) (Math.PI / 180.0) * state.bodyPose.z();
}
public void translateToHand(ArmorStandRenderState state, HumanoidArm arm, PoseStack poseStack) {
ModelPart modelPart = this.getArm(arm);
boolean handVisible = modelPart.visible;
modelPart.visible = true;
super.translateToHand(state, arm, poseStack);
modelPart.visible = handVisible;
}
}引用的其他类
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参数
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方法调用 - 关联成员:
HumanoidModel.createMesh()
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参数/字段
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方法调用 - 关联成员:
PartPose.offset()
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方法调用 - 关联成员:
CubeListBuilder.create()
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方法调用/返回值 - 关联成员:
LayerDefinition.create()
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继承
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参数
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参数
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