BlockDecorationLayer.java

net.minecraft.client.renderer.entity.layers.BlockDecorationLayer

信息

  • 全限定名:net.minecraft.client.renderer.entity.layers.BlockDecorationLayer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity.layers
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/layers/BlockDecorationLayer.java
  • 起始行号:L19
  • 继承:RenderLayer<S,M>
  • 职责:

    TODO

字段/常量

  • UNIT_CUBE_BOTTOM_CENTER_TO_ANTENNA_CENTER

    • 类型: Matrix4fc
    • 修饰符: private static final
    • 源码定位: L20
    • 说明:

      TODO

  • blockModel

    • 类型: Function<S,BlockModelRenderState>
    • 修饰符: private final
    • 源码定位: L23
    • 说明:

      TODO

  • transform

    • 类型: Consumer<PoseStack>
    • 修饰符: private final
    • 源码定位: L24
    • 说明:

      TODO

内部类/嵌套类型

构造器

public BlockDecorationLayer(RenderLayerParent<S,M> renderer, Function<S,BlockModelRenderState> blockModel, Consumer<PoseStack> transform) @ L26

  • 构造器名:BlockDecorationLayer
  • 源码定位:L26
  • 修饰符:public

参数:

  • renderer: RenderLayerParent<S,M>
  • blockModel: Function<S,BlockModelRenderState>
  • transform: Consumer

说明:

TODO

方法

下面的方法块按源码顺序生成。

public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) @ L32

  • 方法名:submit
  • 源码定位:L32
  • 返回类型:void
  • 修饰符:public

参数:

  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • lightCoords: int
  • state: S
  • yRot: float
  • xRot: float

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class BlockDecorationLayer<S extends EntityRenderState, M extends EntityModel<S>> extends RenderLayer<S, M> {
    private static final Matrix4fc UNIT_CUBE_BOTTOM_CENTER_TO_ANTENNA_CENTER = new Matrix4f()
        .translation(-0.5F, 0.0F, -0.5F)
        .rotateAround(Axis.ZP.rotationDegrees(180.0F), 0.5F, 0.5F, 0.5F);
    private final Function<S, BlockModelRenderState> blockModel;
    private final Consumer<PoseStack> transform;
 
    public BlockDecorationLayer(RenderLayerParent<S, M> renderer, Function<S, BlockModelRenderState> blockModel, Consumer<PoseStack> transform) {
        super(renderer);
        this.blockModel = blockModel;
        this.transform = transform;
    }
 
    @Override
    public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) {
        BlockModelRenderState blockModel = this.blockModel.apply(state);
        if (!blockModel.isEmpty()) {
            poseStack.pushPose();
            this.transform.accept(poseStack);
            poseStack.mulPose(UNIT_CUBE_BOTTOM_CENTER_TO_ANTENNA_CENTER);
            blockModel.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
            poseStack.popPose();
        }
    }
}

引用的其他类