VaultRenderer.java
net.minecraft.client.renderer.blockentity.VaultRenderer
信息
- 全限定名:net.minecraft.client.renderer.blockentity.VaultRenderer
- 类型:public class
- 包:net.minecraft.client.renderer.blockentity
- 源码路径:src/main/java/net/minecraft/client/renderer/blockentity/VaultRenderer.java
- 起始行号:L24
- 实现:BlockEntityRenderer<VaultBlockEntity,VaultRenderState>
- 职责:
TODO
字段/常量
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itemModelResolver- 类型:
ItemModelResolver - 修饰符:
private final - 源码定位:
L25 - 说明:
TODO
- 类型:
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random- 类型:
RandomSource - 修饰符:
private final - 源码定位:
L26 - 说明:
TODO
- 类型:
内部类/嵌套类型
- 无
构造器
public VaultRenderer(BlockEntityRendererProvider.Context context) @ L28
- 构造器名:VaultRenderer
- 源码定位:L28
- 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 VaultRenderState createRenderState() @ L32
- 方法名:createRenderState
- 源码定位:L32
- 返回类型:VaultRenderState
- 修饰符:public
参数:
- 无
说明:
TODO
public void extractRenderState(VaultBlockEntity blockEntity, VaultRenderState state, float partialTicks, Vec3 cameraPosition, ModelFeatureRenderer.CrumblingOverlay breakProgress) @ L36
- 方法名:extractRenderState
- 源码定位:L36
- 返回类型:void
- 修饰符:public
参数:
- blockEntity: VaultBlockEntity
- state: VaultRenderState
- partialTicks: float
- cameraPosition: Vec3
- breakProgress: ModelFeatureRenderer.CrumblingOverlay
说明:
TODO
public void submit(VaultRenderState 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: VaultRenderState
- poseStack: PoseStack
- submitNodeCollector: SubmitNodeCollector
- camera: CameraRenderState
说明:
TODO
代码
@OnlyIn(Dist.CLIENT)
public class VaultRenderer implements BlockEntityRenderer<VaultBlockEntity, VaultRenderState> {
private final ItemModelResolver itemModelResolver;
private final RandomSource random = RandomSource.create();
public VaultRenderer(BlockEntityRendererProvider.Context context) {
this.itemModelResolver = context.itemModelResolver();
}
public VaultRenderState createRenderState() {
return new VaultRenderState();
}
public void extractRenderState(
VaultBlockEntity blockEntity,
VaultRenderState state,
float partialTicks,
Vec3 cameraPosition,
ModelFeatureRenderer.@Nullable CrumblingOverlay breakProgress
) {
BlockEntityRenderer.super.extractRenderState(blockEntity, state, partialTicks, cameraPosition, breakProgress);
ItemStack displayItem = blockEntity.getSharedData().getDisplayItem();
if (VaultBlockEntity.Client.shouldDisplayActiveEffects(blockEntity.getSharedData()) && !displayItem.isEmpty() && blockEntity.getLevel() != null) {
state.displayItem = new ItemClusterRenderState();
this.itemModelResolver.updateForTopItem(state.displayItem.item, displayItem, ItemDisplayContext.GROUND, blockEntity.getLevel(), null, 0);
state.displayItem.count = ItemClusterRenderState.getRenderedAmount(displayItem.getCount());
state.displayItem.seed = ItemClusterRenderState.getSeedForItemStack(displayItem);
VaultClientData clientData = blockEntity.getClientData();
state.spin = Mth.rotLerp(partialTicks, clientData.previousSpin(), clientData.currentSpin());
}
}
public void submit(VaultRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) {
if (state.displayItem != null) {
poseStack.pushPose();
poseStack.translate(0.5F, 0.4F, 0.5F);
poseStack.mulPose(Axis.YP.rotationDegrees(state.spin));
ItemEntityRenderer.renderMultipleFromCount(poseStack, submitNodeCollector, state.lightCoords, state.displayItem, this.random);
poseStack.popPose();
}
}
}引用的其他类
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参数/构造调用/返回值 - 关联成员:
VaultRenderState()
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方法调用 - 关联成员:
ItemEntityRenderer.renderMultipleFromCount()
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方法调用/构造调用 - 关联成员:
ItemClusterRenderState(), ItemClusterRenderState.getRenderedAmount(), ItemClusterRenderState.getSeedForItemStack()
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方法调用 - 关联成员:
Mth.rotLerp()
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字段/方法调用 - 关联成员:
RandomSource.create()
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参数/方法调用 - 关联成员:
VaultBlockEntity.Client.shouldDisplayActiveEffects()
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