ItemEntityRenderer.java

net.minecraft.client.renderer.entity.ItemEntityRenderer

信息

  • 全限定名:net.minecraft.client.renderer.entity.ItemEntityRenderer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/ItemEntityRenderer.java
  • 起始行号:L20
  • 继承:EntityRenderer<ItemEntity,ItemEntityRenderState>
  • 职责:

    TODO

字段/常量

  • ITEM_MIN_HOVER_HEIGHT

    • 类型: float
    • 修饰符: private static final
    • 源码定位: L21
    • 说明:

      TODO

  • ITEM_BUNDLE_OFFSET_SCALE

    • 类型: float
    • 修饰符: private static final
    • 源码定位: L22
    • 说明:

      TODO

  • FLAT_ITEM_DEPTH_THRESHOLD

    • 类型: float
    • 修饰符: private static final
    • 源码定位: L23
    • 说明:

      TODO

  • itemModelResolver

    • 类型: ItemModelResolver
    • 修饰符: private final
    • 源码定位: L24
    • 说明:

      TODO

  • random

    • 类型: RandomSource
    • 修饰符: private final
    • 源码定位: L25
    • 说明:

      TODO

内部类/嵌套类型

构造器

public ItemEntityRenderer(EntityRendererProvider.Context context) @ L27

  • 构造器名:ItemEntityRenderer
  • 源码定位:L27
  • 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 ItemEntityRenderState createRenderState() @ L34

  • 方法名:createRenderState
  • 源码定位:L34
  • 返回类型:ItemEntityRenderState
  • 修饰符:public

参数:

说明:

TODO

public void extractRenderState(ItemEntity entity, ItemEntityRenderState 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: ItemEntity
  • state: ItemEntityRenderState
  • partialTicks: float

说明:

TODO

public void submit(ItemEntityRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) @ L44

  • 方法名:submit
  • 源码定位:L44
  • 返回类型:void
  • 修饰符:public

参数:

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

说明:

TODO

public static void submitMultipleFromCount(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemClusterRenderState state, RandomSource random) @ L59

  • 方法名:submitMultipleFromCount
  • 源码定位:L59
  • 返回类型:void
  • 修饰符:public static

参数:

  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • lightCoords: int
  • state: ItemClusterRenderState
  • random: RandomSource

说明:

TODO

public static void submitMultipleFromCount(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemClusterRenderState state, RandomSource random, AABB modelBoundingBox) @ L65

  • 方法名:submitMultipleFromCount
  • 源码定位:L65
  • 返回类型:void
  • 修饰符:public static

参数:

  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • lightCoords: int
  • state: ItemClusterRenderState
  • random: RandomSource
  • modelBoundingBox: AABB

说明:

TODO

public static void renderMultipleFromCount(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemClusterRenderState state, RandomSource random) @ L104

  • 方法名:renderMultipleFromCount
  • 源码定位:L104
  • 返回类型:void
  • 修饰符:public static

参数:

  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • lightCoords: int
  • state: ItemClusterRenderState
  • random: RandomSource

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class ItemEntityRenderer extends EntityRenderer<ItemEntity, ItemEntityRenderState> {
    private static final float ITEM_MIN_HOVER_HEIGHT = 0.0625F;
    private static final float ITEM_BUNDLE_OFFSET_SCALE = 0.15F;
    private static final float FLAT_ITEM_DEPTH_THRESHOLD = 0.0625F;
    private final ItemModelResolver itemModelResolver;
    private final RandomSource random = RandomSource.create();
 
    public ItemEntityRenderer(EntityRendererProvider.Context context) {
        super(context);
        this.itemModelResolver = context.getItemModelResolver();
        this.shadowRadius = 0.15F;
        this.shadowStrength = 0.75F;
    }
 
    public ItemEntityRenderState createRenderState() {
        return new ItemEntityRenderState();
    }
 
    public void extractRenderState(ItemEntity entity, ItemEntityRenderState state, float partialTicks) {
        super.extractRenderState(entity, state, partialTicks);
        state.bobOffset = entity.bobOffs;
        state.extractItemGroupRenderState(entity, entity.getItem(), this.itemModelResolver);
    }
 
    public void submit(ItemEntityRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) {
        if (!state.item.isEmpty()) {
            poseStack.pushPose();
            AABB boundingBox = state.item.getModelBoundingBox();
            float minOffsetY = -((float)boundingBox.minY) + 0.0625F;
            float bob = Mth.sin(state.ageInTicks / 10.0F + state.bobOffset) * 0.1F + 0.1F;
            poseStack.translate(0.0F, bob + minOffsetY, 0.0F);
            float spin = ItemEntity.getSpin(state.ageInTicks, state.bobOffset);
            poseStack.mulPose(Axis.YP.rotation(spin));
            submitMultipleFromCount(poseStack, submitNodeCollector, state.lightCoords, state, this.random, boundingBox);
            poseStack.popPose();
            super.submit(state, poseStack, submitNodeCollector, camera);
        }
    }
 
    public static void submitMultipleFromCount(
        PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemClusterRenderState state, RandomSource random
    ) {
        submitMultipleFromCount(poseStack, submitNodeCollector, lightCoords, state, random, state.item.getModelBoundingBox());
    }
 
    public static void submitMultipleFromCount(
        PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemClusterRenderState state, RandomSource random, AABB modelBoundingBox
    ) {
        int amount = state.count;
        if (amount != 0) {
            random.setSeed(state.seed);
            ItemStackRenderState item = state.item;
            float modelDepth = (float)modelBoundingBox.getZsize();
            if (modelDepth > 0.0625F) {
                item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
 
                for (int i = 1; i < amount; i++) {
                    poseStack.pushPose();
                    float xo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F;
                    float yo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F;
                    float zo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F;
                    poseStack.translate(xo, yo, zo);
                    item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
                    poseStack.popPose();
                }
            } else {
                float offsetZ = modelDepth * 1.5F;
                poseStack.translate(0.0F, 0.0F, -(offsetZ * (amount - 1) / 2.0F));
                item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
                poseStack.translate(0.0F, 0.0F, offsetZ);
 
                for (int i = 1; i < amount; i++) {
                    poseStack.pushPose();
                    float xo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F * 0.5F;
                    float yo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F * 0.5F;
                    poseStack.translate(xo, yo, 0.0F);
                    item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
                    poseStack.popPose();
                    poseStack.translate(0.0F, 0.0F, offsetZ);
                }
            }
        }
    }
 
    public static void renderMultipleFromCount(
        PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemClusterRenderState state, RandomSource random
    ) {
        AABB modelBoundingBox = state.item.getModelBoundingBox();
        int amount = state.count;
        if (amount != 0) {
            random.setSeed(state.seed);
            ItemStackRenderState item = state.item;
            float modelDepth = (float)modelBoundingBox.getZsize();
            if (modelDepth > 0.0625F) {
                item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
 
                for (int i = 1; i < amount; i++) {
                    poseStack.pushPose();
                    float xo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F;
                    float yo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F;
                    float zo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F;
                    poseStack.translate(xo, yo, zo);
                    item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
                    poseStack.popPose();
                }
            } else {
                float offsetZ = modelDepth * 1.5F;
                poseStack.translate(0.0F, 0.0F, -(offsetZ * (amount - 1) / 2.0F));
                item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
                poseStack.translate(0.0F, 0.0F, offsetZ);
 
                for (int i = 1; i < amount; i++) {
                    poseStack.pushPose();
                    float xo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F * 0.5F;
                    float yo = (random.nextFloat() * 2.0F - 1.0F) * 0.15F * 0.5F;
                    poseStack.translate(xo, yo, 0.0F);
                    item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
                    poseStack.popPose();
                    poseStack.translate(0.0F, 0.0F, offsetZ);
                }
            }
        }
    }
}

引用的其他类