CrossedArmsItemLayer.java

net.minecraft.client.renderer.entity.layers.CrossedArmsItemLayer

信息

  • 全限定名:net.minecraft.client.renderer.entity.layers.CrossedArmsItemLayer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity.layers
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/layers/CrossedArmsItemLayer.java
  • 起始行号:L16
  • 继承:RenderLayer<S,M>
  • 职责:

    TODO

字段/常量

内部类/嵌套类型

构造器

public CrossedArmsItemLayer(RenderLayerParent<S,M> renderer) @ L17

  • 构造器名:CrossedArmsItemLayer
  • 源码定位:L17
  • 修饰符:public

参数:

  • renderer: RenderLayerParent<S,M>

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) @ L21

  • 方法名:submit
  • 源码定位:L21
  • 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

protected void applyTranslation(S state, PoseStack poseStack) @ L31

  • 方法名:applyTranslation
  • 源码定位:L31
  • 返回类型:void
  • 修饰符:protected

参数:

  • state: S
  • poseStack: PoseStack

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class CrossedArmsItemLayer<S extends HoldingEntityRenderState, M extends EntityModel<S> & VillagerLikeModel<S>> extends RenderLayer<S, M> {
    public CrossedArmsItemLayer(RenderLayerParent<S, M> renderer) {
        super(renderer);
    }
 
    public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) {
        ItemStackRenderState item = state.heldItem;
        if (!item.isEmpty()) {
            poseStack.pushPose();
            this.applyTranslation(state, poseStack);
            item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
            poseStack.popPose();
        }
    }
 
    protected void applyTranslation(S state, PoseStack poseStack) {
        this.getParentModel().translateToArms(state, poseStack);
        poseStack.mulPose(Axis.XP.rotation(0.75F));
        poseStack.scale(1.07F, 1.07F, 1.07F);
        poseStack.translate(0.0F, 0.13F, -0.34F);
        poseStack.mulPose(Axis.XP.rotation((float) Math.PI));
    }
}

引用的其他类