EndCrystalModel.java

net.minecraft.client.model.object.crystal.EndCrystalModel

信息

  • 全限定名:net.minecraft.client.model.object.crystal.EndCrystalModel
  • 类型:public class
  • 包:net.minecraft.client.model.object.crystal
  • 源码路径:src/main/java/net/minecraft/client/model/object/crystal/EndCrystalModel.java
  • 起始行号:L18
  • 继承:EntityModel
  • 职责:

    TODO

字段/常量

  • OUTER_GLASS

    • 类型: String
    • 修饰符: private static final
    • 源码定位: L19
    • 说明:

      TODO

  • INNER_GLASS

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

      TODO

  • BASE

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

      TODO

  • SIN_45

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

      TODO

  • base

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

      TODO

  • outerGlass

    • 类型: ModelPart
    • 修饰符: public final
    • 源码定位: L24
    • 说明:

      TODO

  • innerGlass

    • 类型: ModelPart
    • 修饰符: public final
    • 源码定位: L25
    • 说明:

      TODO

  • cube

    • 类型: ModelPart
    • 修饰符: public final
    • 源码定位: L26
    • 说明:

      TODO

内部类/嵌套类型

构造器

public EndCrystalModel(ModelPart root) @ L28

  • 构造器名:EndCrystalModel
  • 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() @ L36

  • 方法名:createBodyLayer
  • 源码定位:L36
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public void setupAnim(EndCrystalRenderState state) @ L50

  • 方法名:setupAnim
  • 源码定位:L50
  • 返回类型:void
  • 修饰符:public

参数:

  • state: EndCrystalRenderState

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class EndCrystalModel extends EntityModel<EndCrystalRenderState> {
    private static final String OUTER_GLASS = "outer_glass";
    private static final String INNER_GLASS = "inner_glass";
    private static final String BASE = "base";
    private static final float SIN_45 = (float)Math.sin(Math.PI / 4);
    public final ModelPart base;
    public final ModelPart outerGlass;
    public final ModelPart innerGlass;
    public final ModelPart cube;
 
    public EndCrystalModel(ModelPart root) {
        super(root);
        this.base = root.getChild("base");
        this.outerGlass = root.getChild("outer_glass");
        this.innerGlass = this.outerGlass.getChild("inner_glass");
        this.cube = this.innerGlass.getChild("cube");
    }
 
    public static LayerDefinition createBodyLayer() {
        MeshDefinition mesh = new MeshDefinition();
        PartDefinition root = mesh.getRoot();
        float scale = 0.875F;
        CubeListBuilder glassCube = CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -4.0F, -4.0F, 8.0F, 8.0F, 8.0F);
        PartDefinition outerGlass = root.addOrReplaceChild("outer_glass", glassCube, PartPose.offset(0.0F, 24.0F, 0.0F));
        PartDefinition innerGlass = outerGlass.addOrReplaceChild("inner_glass", glassCube, PartPose.ZERO.withScale(0.875F));
        innerGlass.addOrReplaceChild(
            "cube", CubeListBuilder.create().texOffs(32, 0).addBox(-4.0F, -4.0F, -4.0F, 8.0F, 8.0F, 8.0F), PartPose.ZERO.withScale(0.765625F)
        );
        root.addOrReplaceChild("base", CubeListBuilder.create().texOffs(0, 16).addBox(-6.0F, 0.0F, -6.0F, 12.0F, 4.0F, 12.0F), PartPose.ZERO);
        return LayerDefinition.create(mesh, 64, 32);
    }
 
    public void setupAnim(EndCrystalRenderState state) {
        super.setupAnim(state);
        this.base.visible = state.showsBottom;
        float animationSpeed = state.ageInTicks * 3.0F;
        float crystalY = EndCrystalRenderer.getY(state.ageInTicks) * 16.0F;
        this.outerGlass.y += crystalY / 2.0F;
        this.outerGlass.rotateBy(Axis.YP.rotationDegrees(animationSpeed).rotateAxis((float) (Math.PI / 3), SIN_45, 0.0F, SIN_45));
        this.innerGlass
            .rotateBy(new Quaternionf().setAngleAxis((float) (Math.PI / 3), SIN_45, 0.0F, SIN_45).rotateY(animationSpeed * (float) (Math.PI / 180.0)));
        this.cube.rotateBy(new Quaternionf().setAngleAxis((float) (Math.PI / 3), SIN_45, 0.0F, SIN_45).rotateY(animationSpeed * (float) (Math.PI / 180.0)));
    }
}

引用的其他类