ArmorStandRenderer.java

net.minecraft.client.renderer.entity.ArmorStandRenderer

信息

  • 全限定名:net.minecraft.client.renderer.entity.ArmorStandRenderer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/ArmorStandRenderer.java
  • 起始行号:L25
  • 继承:LivingEntityRenderer<ArmorStand,ArmorStandRenderState,ArmorStandArmorModel>
  • 职责:

    TODO

字段/常量

  • DEFAULT_SKIN_LOCATION

    • 类型: Identifier
    • 修饰符: public static final
    • 源码定位: L26
    • 说明:

      TODO

  • bigModel

    • 类型: ArmorStandArmorModel
    • 修饰符: private final
    • 源码定位: L27
    • 说明:

      TODO

  • smallModel

    • 类型: ArmorStandArmorModel
    • 修饰符: private final
    • 源码定位: L28
    • 说明:

      TODO

内部类/嵌套类型

构造器

public ArmorStandRenderer(EntityRendererProvider.Context context) @ L30

  • 构造器名:ArmorStandRenderer
  • 源码定位:L30
  • 修饰符:public

参数:

  • context: EntityRendererProvider.Context

说明:

TODO

方法

下面的方法块按源码顺序生成。

public Identifier getTextureLocation(ArmorStandRenderState state) @ L46

  • 方法名:getTextureLocation
  • 源码定位:L46
  • 返回类型:Identifier
  • 修饰符:public

参数:

  • state: ArmorStandRenderState

说明:

TODO

public ArmorStandRenderState createRenderState() @ L50

  • 方法名:createRenderState
  • 源码定位:L50
  • 返回类型:ArmorStandRenderState
  • 修饰符:public

参数:

说明:

TODO

public void extractRenderState(ArmorStand entity, ArmorStandRenderState state, float partialTicks) @ L54

  • 方法名:extractRenderState
  • 源码定位:L54
  • 返回类型:void
  • 修饰符:public

参数:

  • entity: ArmorStand
  • state: ArmorStandRenderState
  • partialTicks: float

说明:

TODO

public void submit(ArmorStandRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) @ L71

  • 方法名:submit
  • 源码定位:L71
  • 返回类型:void
  • 修饰符:public

参数:

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

说明:

TODO

protected void setupRotations(ArmorStandRenderState state, PoseStack poseStack, float bodyRot, float entityScale) @ L76

  • 方法名:setupRotations
  • 源码定位:L76
  • 返回类型:void
  • 修饰符:protected

参数:

  • state: ArmorStandRenderState
  • poseStack: PoseStack
  • bodyRot: float
  • entityScale: float

说明:

TODO

protected boolean shouldShowName(ArmorStand entity, double distanceToCameraSq) @ L83

  • 方法名:shouldShowName
  • 源码定位:L83
  • 返回类型:boolean
  • 修饰符:protected

参数:

  • entity: ArmorStand
  • distanceToCameraSq: double

说明:

TODO

protected RenderType getRenderType(ArmorStandRenderState state, boolean isBodyVisible, boolean forceTransparent, boolean appearGlowing) @ L87

  • 方法名:getRenderType
  • 源码定位:L87
  • 返回类型:RenderType
  • 修饰符:protected

参数:

  • state: ArmorStandRenderState
  • isBodyVisible: boolean
  • forceTransparent: boolean
  • appearGlowing: boolean

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class ArmorStandRenderer extends LivingEntityRenderer<ArmorStand, ArmorStandRenderState, ArmorStandArmorModel> {
    public static final Identifier DEFAULT_SKIN_LOCATION = Identifier.withDefaultNamespace("textures/entity/armorstand/armorstand.png");
    private final ArmorStandArmorModel bigModel = this.getModel();
    private final ArmorStandArmorModel smallModel;
 
    public ArmorStandRenderer(EntityRendererProvider.Context context) {
        super(context, new ArmorStandModel(context.bakeLayer(ModelLayers.ARMOR_STAND)), 0.0F);
        this.smallModel = new ArmorStandModel(context.bakeLayer(ModelLayers.ARMOR_STAND_SMALL));
        this.addLayer(
            new HumanoidArmorLayer<>(
                this,
                ArmorModelSet.bake(ModelLayers.ARMOR_STAND_ARMOR, context.getModelSet(), ArmorStandArmorModel::new),
                ArmorModelSet.bake(ModelLayers.ARMOR_STAND_SMALL_ARMOR, context.getModelSet(), ArmorStandArmorModel::new),
                context.getEquipmentRenderer()
            )
        );
        this.addLayer(new ItemInHandLayer<>(this));
        this.addLayer(new WingsLayer<>(this, context.getModelSet(), context.getEquipmentRenderer()));
        this.addLayer(new CustomHeadLayer<>(this, context.getModelSet(), context.getPlayerSkinRenderCache()));
    }
 
    public Identifier getTextureLocation(ArmorStandRenderState state) {
        return DEFAULT_SKIN_LOCATION;
    }
 
    public ArmorStandRenderState createRenderState() {
        return new ArmorStandRenderState();
    }
 
    public void extractRenderState(ArmorStand entity, ArmorStandRenderState state, float partialTicks) {
        super.extractRenderState(entity, state, partialTicks);
        HumanoidMobRenderer.extractHumanoidRenderState(entity, state, partialTicks, this.itemModelResolver);
        state.yRot = Mth.rotLerp(partialTicks, entity.yRotO, entity.getYRot());
        state.isMarker = entity.isMarker();
        state.isSmall = entity.isSmall();
        state.showArms = entity.showArms();
        state.showBasePlate = entity.showBasePlate();
        state.bodyPose = entity.getBodyPose();
        state.headPose = entity.getHeadPose();
        state.leftArmPose = entity.getLeftArmPose();
        state.rightArmPose = entity.getRightArmPose();
        state.leftLegPose = entity.getLeftLegPose();
        state.rightLegPose = entity.getRightLegPose();
        state.wiggle = (float)(entity.level().getGameTime() - entity.lastHit) + partialTicks;
    }
 
    public void submit(ArmorStandRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) {
        this.model = state.isSmall ? this.smallModel : this.bigModel;
        super.submit(state, poseStack, submitNodeCollector, camera);
    }
 
    protected void setupRotations(ArmorStandRenderState state, PoseStack poseStack, float bodyRot, float entityScale) {
        poseStack.mulPose(Axis.YP.rotationDegrees(180.0F - bodyRot));
        if (state.wiggle < 5.0F) {
            poseStack.mulPose(Axis.YP.rotationDegrees(Mth.sin(state.wiggle / 1.5F * (float) Math.PI) * 3.0F));
        }
    }
 
    protected boolean shouldShowName(ArmorStand entity, double distanceToCameraSq) {
        return entity.isCustomNameVisible();
    }
 
    protected @Nullable RenderType getRenderType(ArmorStandRenderState state, boolean isBodyVisible, boolean forceTransparent, boolean appearGlowing) {
        if (!state.isMarker) {
            return super.getRenderType(state, isBodyVisible, forceTransparent, appearGlowing);
        } else {
            Identifier texture = this.getTextureLocation(state);
            if (forceTransparent) {
                return RenderTypes.entityTranslucent(texture, false);
            } else {
                return isBodyVisible ? RenderTypes.entityCutout(texture, false) : null;
            }
        }
    }
}

引用的其他类