BellRenderer.java
net.minecraft.client.renderer.blockentity.BellRenderer
信息
- 全限定名:net.minecraft.client.renderer.blockentity.BellRenderer
- 类型:public class
- 包:net.minecraft.client.renderer.blockentity
- 源码路径:src/main/java/net/minecraft/client/renderer/blockentity/BellRenderer.java
- 起始行号:L21
- 实现:BlockEntityRenderer<BellBlockEntity,BellRenderState>
- 职责:
TODO
字段/常量
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BELL_TEXTURE- 类型:
SpriteId - 修饰符:
public static final - 源码定位:
L22 - 说明:
TODO
- 类型:
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sprites- 类型:
SpriteGetter - 修饰符:
private final - 源码定位:
L23 - 说明:
TODO
- 类型:
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model- 类型:
BellModel - 修饰符:
private final - 源码定位:
L24 - 说明:
TODO
- 类型:
内部类/嵌套类型
- 无
构造器
public BellRenderer(BlockEntityRendererProvider.Context context) @ L26
- 构造器名:BellRenderer
- 源码定位:L26
- 修饰符:public
参数:
- context: BlockEntityRendererProvider.Context
说明:
TODO
方法
下面的方法块按源码顺序生成。
public BellRenderState createRenderState() @ L31
- 方法名:createRenderState
- 源码定位:L31
- 返回类型:BellRenderState
- 修饰符:public
参数:
- 无
说明:
TODO
public void extractRenderState(BellBlockEntity blockEntity, BellRenderState state, float partialTicks, Vec3 cameraPosition, ModelFeatureRenderer.CrumblingOverlay breakProgress) @ L35
- 方法名:extractRenderState
- 源码定位:L35
- 返回类型:void
- 修饰符:public
参数:
- blockEntity: BellBlockEntity
- state: BellRenderState
- partialTicks: float
- cameraPosition: Vec3
- breakProgress: ModelFeatureRenderer.CrumblingOverlay
说明:
TODO
public void submit(BellRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) @ L47
- 方法名:submit
- 源码定位:L47
- 返回类型:void
- 修饰符:public
参数:
- state: BellRenderState
- poseStack: PoseStack
- submitNodeCollector: SubmitNodeCollector
- camera: CameraRenderState
说明:
TODO
代码
@OnlyIn(Dist.CLIENT)
public class BellRenderer implements BlockEntityRenderer<BellBlockEntity, BellRenderState> {
public static final SpriteId BELL_TEXTURE = Sheets.BLOCK_ENTITIES_MAPPER.defaultNamespaceApply("bell/bell_body");
private final SpriteGetter sprites;
private final BellModel model;
public BellRenderer(BlockEntityRendererProvider.Context context) {
this.sprites = context.sprites();
this.model = new BellModel(context.bakeLayer(ModelLayers.BELL));
}
public BellRenderState createRenderState() {
return new BellRenderState();
}
public void extractRenderState(
BellBlockEntity blockEntity,
BellRenderState state,
float partialTicks,
Vec3 cameraPosition,
ModelFeatureRenderer.@Nullable CrumblingOverlay breakProgress
) {
BlockEntityRenderer.super.extractRenderState(blockEntity, state, partialTicks, cameraPosition, breakProgress);
state.ticks = blockEntity.ticks + partialTicks;
state.shakeDirection = blockEntity.shaking ? blockEntity.clickDirection : null;
}
public void submit(BellRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) {
BellModel.State modelState = new BellModel.State(state.ticks, state.shakeDirection);
this.model.setupAnim(modelState);
submitNodeCollector.submitModel(
this.model, modelState, poseStack, state.lightCoords, OverlayTexture.NO_OVERLAY, -1, BELL_TEXTURE, this.sprites, 0, state.breakProgress
);
}
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字段/方法调用/构造调用 - 关联成员:
BellModel(), BellModel.State(), State()
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参数/构造调用/返回值 - 关联成员:
BellRenderState()
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