AbstractBoatRenderer.java

net.minecraft.client.renderer.entity.AbstractBoatRenderer

信息

  • 全限定名:net.minecraft.client.renderer.entity.AbstractBoatRenderer
  • 类型:public abstract class
  • 包:net.minecraft.client.renderer.entity
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/AbstractBoatRenderer.java
  • 起始行号:L18
  • 继承:EntityRenderer<AbstractBoat,BoatRenderState>
  • 职责:

    TODO

字段/常量

  • texture
    • 类型: Identifier
    • 修饰符: protected final
    • 源码定位: L19
    • 说明:

      TODO

内部类/嵌套类型

构造器

public AbstractBoatRenderer(EntityRendererProvider.Context context, Identifier texture) @ L21

  • 构造器名:AbstractBoatRenderer
  • 源码定位:L21
  • 修饰符:public

参数:

  • context: EntityRendererProvider.Context
  • texture: Identifier

说明:

TODO

方法

下面的方法块按源码顺序生成。

public void submit(BoatRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) @ L27

  • 方法名:submit
  • 源码定位:L27
  • 返回类型:void
  • 修饰符:public

参数:

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

说明:

TODO

protected void submitTypeAdditions(BoatRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) @ L48

  • 方法名:submitTypeAdditions
  • 源码定位:L48
  • 返回类型:void
  • 修饰符:protected

参数:

  • state: BoatRenderState
  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • lightCoords: int

说明:

TODO

protected abstract EntityModel<BoatRenderState> model() @ L51

  • 方法名:model
  • 源码定位:L51
  • 返回类型:EntityModel
  • 修饰符:protected abstract

参数:

说明:

TODO

public BoatRenderState createRenderState() @ L53

  • 方法名:createRenderState
  • 源码定位:L53
  • 返回类型:BoatRenderState
  • 修饰符:public

参数:

说明:

TODO

public void extractRenderState(AbstractBoat entity, BoatRenderState state, float partialTicks) @ L57

  • 方法名:extractRenderState
  • 源码定位:L57
  • 返回类型:void
  • 修饰符:public

参数:

  • entity: AbstractBoat
  • state: BoatRenderState
  • partialTicks: float

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public abstract class AbstractBoatRenderer extends EntityRenderer<AbstractBoat, BoatRenderState> {
    protected final Identifier texture;
 
    public AbstractBoatRenderer(EntityRendererProvider.Context context, Identifier texture) {
        super(context);
        this.texture = texture;
        this.shadowRadius = 0.8F;
    }
 
    public void submit(BoatRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) {
        poseStack.pushPose();
        poseStack.translate(0.0F, 0.375F, 0.0F);
        poseStack.mulPose(Axis.YP.rotationDegrees(180.0F - state.yRot));
        float hurt = state.hurtTime;
        if (hurt > 0.0F) {
            poseStack.mulPose(Axis.XP.rotationDegrees(Mth.sin(hurt) * hurt * state.damageTime / 10.0F * state.hurtDir));
        }
 
        if (!state.isUnderWater && !Mth.equal(state.bubbleAngle, 0.0F)) {
            poseStack.mulPose(new Quaternionf().setAngleAxis(state.bubbleAngle * (float) (Math.PI / 180.0), 1.0F, 0.0F, 1.0F));
        }
 
        poseStack.scale(-1.0F, -1.0F, 1.0F);
        poseStack.mulPose(Axis.YP.rotationDegrees(90.0F));
        submitNodeCollector.submitModel(this.model(), state, poseStack, this.texture, state.lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor, null);
        this.submitTypeAdditions(state, poseStack, submitNodeCollector, state.lightCoords);
        poseStack.popPose();
        super.submit(state, poseStack, submitNodeCollector, camera);
    }
 
    protected void submitTypeAdditions(BoatRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) {
    }
 
    protected abstract EntityModel<BoatRenderState> model();
 
    public BoatRenderState createRenderState() {
        return new BoatRenderState();
    }
 
    public void extractRenderState(AbstractBoat entity, BoatRenderState state, float partialTicks) {
        super.extractRenderState(entity, state, partialTicks);
        state.yRot = entity.getYRot(partialTicks);
        state.hurtTime = entity.getHurtTime() - partialTicks;
        state.hurtDir = entity.getHurtDir();
        state.damageTime = Math.max(entity.getDamage() - partialTicks, 0.0F);
        state.bubbleAngle = entity.getBubbleAngle(partialTicks);
        state.isUnderWater = entity.isUnderWater();
        state.rowingTimeLeft = entity.getRowingTime(0, partialTicks);
        state.rowingTimeRight = entity.getRowingTime(1, partialTicks);
    }
}

引用的其他类