BrushableBlockRenderer.java

net.minecraft.client.renderer.blockentity.BrushableBlockRenderer

信息

  • 全限定名:net.minecraft.client.renderer.blockentity.BrushableBlockRenderer
  • 类型:public class
  • 包:net.minecraft.client.renderer.blockentity
  • 源码路径:src/main/java/net/minecraft/client/renderer/blockentity/BrushableBlockRenderer.java
  • 起始行号:L22
  • 实现:BlockEntityRenderer<BrushableBlockEntity,BrushableBlockRenderState>
  • 职责:

    TODO

字段/常量

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

      TODO

内部类/嵌套类型

构造器

public BrushableBlockRenderer(BlockEntityRendererProvider.Context context) @ L25

  • 构造器名:BrushableBlockRenderer
  • 源码定位:L25
  • 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 BrushableBlockRenderState createRenderState() @ L29

  • 方法名:createRenderState
  • 源码定位:L29
  • 返回类型:BrushableBlockRenderState
  • 修饰符:public

参数:

说明:

TODO

public void extractRenderState(BrushableBlockEntity blockEntity, BrushableBlockRenderState state, float partialTicks, Vec3 cameraPosition, ModelFeatureRenderer.CrumblingOverlay breakProgress) @ L33

  • 方法名:extractRenderState
  • 源码定位:L33
  • 返回类型:void
  • 修饰符:public

参数:

  • blockEntity: BrushableBlockEntity
  • state: BrushableBlockRenderState
  • partialTicks: float
  • cameraPosition: Vec3
  • breakProgress: ModelFeatureRenderer.CrumblingOverlay

说明:

TODO

public void submit(BrushableBlockRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) @ L55

  • 方法名:submit
  • 源码定位:L55
  • 返回类型:void
  • 修饰符:public

参数:

  • state: BrushableBlockRenderState
  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • camera: CameraRenderState

说明:

TODO

private float[] translations(Direction direction, int completionState) @ L70

  • 方法名:translations
  • 源码定位:L70
  • 返回类型:float[]
  • 修饰符:private

参数:

  • direction: Direction
  • completionState: int

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class BrushableBlockRenderer implements BlockEntityRenderer<BrushableBlockEntity, BrushableBlockRenderState> {
    private final ItemModelResolver itemModelResolver;
 
    public BrushableBlockRenderer(BlockEntityRendererProvider.Context context) {
        this.itemModelResolver = context.itemModelResolver();
    }
 
    public BrushableBlockRenderState createRenderState() {
        return new BrushableBlockRenderState();
    }
 
    public void extractRenderState(
        BrushableBlockEntity blockEntity,
        BrushableBlockRenderState state,
        float partialTicks,
        Vec3 cameraPosition,
        ModelFeatureRenderer.@Nullable CrumblingOverlay breakProgress
    ) {
        BlockEntityRenderer.super.extractRenderState(blockEntity, state, partialTicks, cameraPosition, breakProgress);
        state.hitDirection = blockEntity.getHitDirection();
        state.dustProgress = blockEntity.getBlockState().getValue(BlockStateProperties.DUSTED);
        if (blockEntity.getLevel() != null && blockEntity.getHitDirection() != null) {
            state.lightCoords = LevelRenderer.getLightCoords(
                LevelRenderer.BrightnessGetter.DEFAULT,
                blockEntity.getLevel(),
                blockEntity.getBlockState(),
                blockEntity.getBlockPos().relative(blockEntity.getHitDirection())
            );
        }
 
        this.itemModelResolver.updateForTopItem(state.itemState, blockEntity.getItem(), ItemDisplayContext.FIXED, blockEntity.getLevel(), null, 0);
    }
 
    public void submit(BrushableBlockRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) {
        if (state.dustProgress > 0 && state.hitDirection != null && !state.itemState.isEmpty()) {
            poseStack.pushPose();
            poseStack.translate(0.0F, 0.5F, 0.0F);
            float[] translations = this.translations(state.hitDirection, state.dustProgress);
            poseStack.translate(translations[0], translations[1], translations[2]);
            poseStack.mulPose(Axis.YP.rotationDegrees(75.0F));
            boolean eastWest = state.hitDirection == Direction.EAST || state.hitDirection == Direction.WEST;
            poseStack.mulPose(Axis.YP.rotationDegrees((eastWest ? 90 : 0) + 11));
            poseStack.scale(0.5F, 0.5F, 0.5F);
            state.itemState.submit(poseStack, submitNodeCollector, state.lightCoords, OverlayTexture.NO_OVERLAY, 0);
            poseStack.popPose();
        }
    }
 
    private float[] translations(Direction direction, int completionState) {
        float[] xyzTranslations = new float[]{0.5F, 0.0F, 0.5F};
        float completionOffset = completionState / 10.0F * 0.75F;
        switch (direction) {
            case EAST:
                xyzTranslations[0] = 0.73F + completionOffset;
                break;
            case WEST:
                xyzTranslations[0] = 0.25F - completionOffset;
                break;
            case UP:
                xyzTranslations[1] = 0.25F + completionOffset;
                break;
            case DOWN:
                xyzTranslations[1] = -0.23F - completionOffset;
                break;
            case NORTH:
                xyzTranslations[2] = 0.25F - completionOffset;
                break;
            case SOUTH:
                xyzTranslations[2] = 0.73F + completionOffset;
        }
 
        return xyzTranslations;
    }
}

引用的其他类