CapeLayer.java

net.minecraft.client.renderer.entity.layers.CapeLayer

信息

  • 全限定名:net.minecraft.client.renderer.entity.layers.CapeLayer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity.layers
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/layers/CapeLayer.java
  • 起始行号:L24
  • 继承:RenderLayer<AvatarRenderState,PlayerModel>
  • 职责:

    TODO

字段/常量

  • model

    • 类型: HumanoidModel<AvatarRenderState>
    • 修饰符: private final
    • 源码定位: L25
    • 说明:

      TODO

  • equipmentAssets

    • 类型: EquipmentAssetManager
    • 修饰符: private final
    • 源码定位: L26
    • 说明:

      TODO

内部类/嵌套类型

构造器

public CapeLayer(RenderLayerParent<AvatarRenderState,PlayerModel> renderer, EntityModelSet modelSet, EquipmentAssetManager equipmentAssets) @ L28

  • 构造器名:CapeLayer
  • 源码定位:L28
  • 修饰符:public

参数:

  • renderer: RenderLayerParent<AvatarRenderState,PlayerModel>
  • modelSet: EntityModelSet
  • equipmentAssets: EquipmentAssetManager

说明:

TODO

方法

下面的方法块按源码顺序生成。

private boolean hasLayer(ItemStack itemStack, EquipmentClientInfo.LayerType layerType) @ L34

  • 方法名:hasLayer
  • 源码定位:L34
  • 返回类型:boolean
  • 修饰符:private

参数:

  • itemStack: ItemStack
  • layerType: EquipmentClientInfo.LayerType

说明:

TODO

public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, AvatarRenderState state, float yRot, float xRot) @ L44

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

参数:

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

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class CapeLayer extends RenderLayer<AvatarRenderState, PlayerModel> {
    private final HumanoidModel<AvatarRenderState> model;
    private final EquipmentAssetManager equipmentAssets;
 
    public CapeLayer(RenderLayerParent<AvatarRenderState, PlayerModel> renderer, EntityModelSet modelSet, EquipmentAssetManager equipmentAssets) {
        super(renderer);
        this.model = new PlayerCapeModel(modelSet.bakeLayer(ModelLayers.PLAYER_CAPE));
        this.equipmentAssets = equipmentAssets;
    }
 
    private boolean hasLayer(ItemStack itemStack, EquipmentClientInfo.LayerType layerType) {
        Equippable equippable = itemStack.get(DataComponents.EQUIPPABLE);
        if (equippable != null && !equippable.assetId().isEmpty()) {
            EquipmentClientInfo equipmentClientInfo = this.equipmentAssets.get(equippable.assetId().get());
            return !equipmentClientInfo.getLayers(layerType).isEmpty();
        } else {
            return false;
        }
    }
 
    public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, AvatarRenderState state, float yRot, float xRot) {
        if (!state.isInvisible && state.showCape) {
            PlayerSkin skin = state.skin;
            if (skin.cape() != null) {
                if (!this.hasLayer(state.chestEquipment, EquipmentClientInfo.LayerType.WINGS)) {
                    poseStack.pushPose();
                    if (this.hasLayer(state.chestEquipment, EquipmentClientInfo.LayerType.HUMANOID)) {
                        poseStack.translate(0.0F, -0.053125F, 0.06875F);
                    }
 
                    submitNodeCollector.submitModel(
                        this.model,
                        state,
                        poseStack,
                        RenderTypes.entitySolid(skin.cape().texturePath()),
                        lightCoords,
                        OverlayTexture.NO_OVERLAY,
                        state.outlineColor,
                        null
                    );
                    poseStack.popPose();
                }
            }
        }
    }
}

引用的其他类