BellModel.java
net.minecraft.client.model.object.bell.BellModel
信息
- 全限定名:net.minecraft.client.model.object.bell.BellModel
- 类型:public class
- 包:net.minecraft.client.model.object.bell
- 源码路径:src/main/java/net/minecraft/client/model/object/bell/BellModel.java
- 起始行号:L18
- 继承:Model<BellModel.State>
- 职责:
TODO
字段/常量
-
BELL_BODY- 类型:
String - 修饰符:
private static final - 源码定位:
L19 - 说明:
TODO
- 类型:
-
bellBody- 类型:
ModelPart - 修饰符:
private final - 源码定位:
L20 - 说明:
TODO
- 类型:
内部类/嵌套类型
net.minecraft.client.model.object.bell.BellModel.State- 类型:
record - 修饰符:
public - 源码定位:
L65 - 说明:
TODO
- 类型:
构造器
public BellModel(ModelPart root) @ L22
- 构造器名:BellModel
- 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() @ L27
- 方法名:createBodyLayer
- 源码定位:L27
- 返回类型:LayerDefinition
- 修饰符:public static
参数:
- 无
说明:
TODO
public void setupAnim(BellModel.State state) @ L39
- 方法名:setupAnim
- 源码定位:L39
- 返回类型:void
- 修饰符:public
参数:
- state: BellModel.State
说明:
TODO
代码
@OnlyIn(Dist.CLIENT)
public class BellModel extends Model<BellModel.State> {
private static final String BELL_BODY = "bell_body";
private final ModelPart bellBody;
public BellModel(ModelPart root) {
super(root, RenderTypes::entitySolid);
this.bellBody = root.getChild("bell_body");
}
public static LayerDefinition createBodyLayer() {
MeshDefinition mesh = new MeshDefinition();
PartDefinition root = mesh.getRoot();
PartDefinition bellBody = root.addOrReplaceChild(
"bell_body", CubeListBuilder.create().texOffs(0, 0).addBox(-3.0F, -6.0F, -3.0F, 6.0F, 7.0F, 6.0F), PartPose.offset(8.0F, 12.0F, 8.0F)
);
bellBody.addOrReplaceChild(
"bell_base", CubeListBuilder.create().texOffs(0, 13).addBox(4.0F, 4.0F, 4.0F, 8.0F, 2.0F, 8.0F), PartPose.offset(-8.0F, -12.0F, -8.0F)
);
return LayerDefinition.create(mesh, 32, 32);
}
public void setupAnim(BellModel.State state) {
super.setupAnim(state);
float xRot = 0.0F;
float zRot = 0.0F;
if (state.shakeDirection != null) {
float baseRot = Mth.sin(state.ticks / (float) Math.PI) / (4.0F + state.ticks / 3.0F);
switch (state.shakeDirection) {
case NORTH:
xRot = -baseRot;
break;
case SOUTH:
xRot = baseRot;
break;
case EAST:
zRot = -baseRot;
break;
case WEST:
zRot = baseRot;
}
}
this.bellBody.xRot = xRot;
this.bellBody.zRot = zRot;
}
@OnlyIn(Dist.CLIENT)
public record State(float ticks, @Nullable Direction shakeDirection) {
}
}引用的其他类
-
- 引用位置:
继承
- 引用位置:
-
- 引用位置:
参数/字段
- 引用位置:
-
- 引用位置:
方法调用 - 关联成员:
PartPose.offset()
- 引用位置:
-
- 引用位置:
方法调用 - 关联成员:
CubeListBuilder.create()
- 引用位置:
-
- 引用位置:
方法调用/返回值 - 关联成员:
LayerDefinition.create()
- 引用位置:
-
- 引用位置:
构造调用 - 关联成员:
MeshDefinition()
- 引用位置:
-
- 引用位置:
方法调用 - 关联成员:
Mth.sin()
- 引用位置: