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

  • bellBody

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

      TODO

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

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:

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

  • Model

    • 引用位置: 继承
  • ModelPart

    • 引用位置: 参数/字段
  • PartPose

    • 引用位置: 方法调用
    • 关联成员: PartPose.offset()
  • CubeListBuilder

    • 引用位置: 方法调用
    • 关联成员: CubeListBuilder.create()
  • LayerDefinition

    • 引用位置: 方法调用/返回值
    • 关联成员: LayerDefinition.create()
  • MeshDefinition

    • 引用位置: 构造调用
    • 关联成员: MeshDefinition()
  • Mth

    • 引用位置: 方法调用
    • 关联成员: Mth.sin()