ArrowRenderer.java

net.minecraft.client.renderer.entity.ArrowRenderer

信息

  • 全限定名:net.minecraft.client.renderer.entity.ArrowRenderer
  • 类型:public abstract class
  • 包:net.minecraft.client.renderer.entity
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/ArrowRenderer.java
  • 起始行号:L17
  • 继承:EntityRenderer<T,S>
  • 职责:

    TODO

字段/常量

  • model
    • 类型: ArrowModel
    • 修饰符: private final
    • 源码定位: L18
    • 说明:

      TODO

内部类/嵌套类型

构造器

public ArrowRenderer(EntityRendererProvider.Context context) @ L20

  • 构造器名:ArrowRenderer
  • 源码定位:L20
  • 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 void submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) @ L25

  • 方法名:submit
  • 源码定位:L25
  • 返回类型:void
  • 修饰符:public

参数:

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

说明:

TODO

protected abstract Identifier getTextureLocation(S state) @ L36

  • 方法名:getTextureLocation
  • 源码定位:L36
  • 返回类型:Identifier
  • 修饰符:protected abstract

参数:

  • state: S

说明:

TODO

public void extractRenderState(T entity, S state, float partialTicks) @ L38

  • 方法名:extractRenderState
  • 源码定位:L38
  • 返回类型:void
  • 修饰符:public

参数:

  • entity: T
  • state: S
  • partialTicks: float

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public abstract class ArrowRenderer<T extends AbstractArrow, S extends ArrowRenderState> extends EntityRenderer<T, S> {
    private final ArrowModel model;
 
    public ArrowRenderer(EntityRendererProvider.Context context) {
        super(context);
        this.model = new ArrowModel(context.bakeLayer(ModelLayers.ARROW));
    }
 
    public void submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) {
        poseStack.pushPose();
        poseStack.mulPose(Axis.YP.rotationDegrees(state.yRot - 90.0F));
        poseStack.mulPose(Axis.ZP.rotationDegrees(state.xRot));
        submitNodeCollector.submitModel(
            this.model, state, poseStack, this.getTextureLocation(state), state.lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor, null
        );
        poseStack.popPose();
        super.submit(state, poseStack, submitNodeCollector, camera);
    }
 
    protected abstract Identifier getTextureLocation(S state);
 
    public void extractRenderState(T entity, S state, float partialTicks) {
        super.extractRenderState(entity, state, partialTicks);
        state.xRot = entity.getXRot(partialTicks);
        state.yRot = entity.getYRot(partialTicks);
        state.shake = entity.shakeTime - partialTicks;
    }
}

引用的其他类