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

  • BELL_TEXTURE

    • 类型: SpriteId
    • 修饰符: public static final
    • 源码定位: L22
    • 说明:

      TODO

  • sprites

    • 类型: SpriteGetter
    • 修饰符: private final
    • 源码定位: L23
    • 说明:

      TODO

  • model

    • 类型: BellModel
    • 修饰符: private final
    • 源码定位: L24
    • 说明:

      TODO

内部类/嵌套类型

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:

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
        );
    }
}

引用的其他类