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
- 无
内部类/嵌套类型
- 无
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));
}
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