CustomHeadLayer.java

net.minecraft.client.renderer.entity.layers.CustomHeadLayer

信息

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

    TODO

字段/常量

  • ITEM_SCALE

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

      TODO

  • SKULL_SCALE

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

      TODO

  • transforms

    • 类型: CustomHeadLayer.Transforms
    • 修饰符: private final
    • 源码定位: L27
    • 说明:

      TODO

  • skullModels

    • 类型: Function<SkullBlock.Type,SkullModelBase>
    • 修饰符: private final
    • 源码定位: L28
    • 说明:

      TODO

  • playerSkinRenderCache

    • 类型: PlayerSkinRenderCache
    • 修饰符: private final
    • 源码定位: L29
    • 说明:

      TODO

内部类/嵌套类型

  • net.minecraft.client.renderer.entity.layers.CustomHeadLayer.Transforms
    • 类型: record
    • 修饰符: public
    • 源码定位: L87
    • 说明:

      TODO

构造器

public CustomHeadLayer(RenderLayerParent<S,M> renderer, EntityModelSet modelSet, PlayerSkinRenderCache playerSkinRenderCache) @ L31

  • 构造器名:CustomHeadLayer
  • 源码定位:L31
  • 修饰符:public

参数:

  • renderer: RenderLayerParent<S,M>
  • modelSet: EntityModelSet
  • playerSkinRenderCache: PlayerSkinRenderCache

说明:

TODO

public CustomHeadLayer(RenderLayerParent<S,M> renderer, EntityModelSet modelSet, PlayerSkinRenderCache playerSkinRenderCache, CustomHeadLayer.Transforms transforms) @ L35

  • 构造器名:CustomHeadLayer
  • 源码定位:L35
  • 修饰符:public

参数:

  • renderer: RenderLayerParent<S,M>
  • modelSet: EntityModelSet
  • playerSkinRenderCache: PlayerSkinRenderCache
  • transforms: CustomHeadLayer.Transforms

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) @ 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: S
  • yRot: float
  • xRot: float

说明:

TODO

private RenderType resolveSkullRenderType(LivingEntityRenderState state, SkullBlock.Type type) @ L69

  • 方法名:resolveSkullRenderType
  • 源码定位:L69
  • 返回类型:RenderType
  • 修饰符:private

参数:

  • state: LivingEntityRenderState
  • type: SkullBlock.Type

说明:

TODO

public static void translateToHead(PoseStack poseStack, CustomHeadLayer.Transforms transforms) @ L80

  • 方法名:translateToHead
  • 源码定位:L80
  • 返回类型:void
  • 修饰符:public static

参数:

  • poseStack: PoseStack
  • transforms: CustomHeadLayer.Transforms

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class CustomHeadLayer<S extends LivingEntityRenderState, M extends EntityModel<S> & HeadedModel> extends RenderLayer<S, M> {
    private static final float ITEM_SCALE = 0.625F;
    private static final float SKULL_SCALE = 1.1875F;
    private final CustomHeadLayer.Transforms transforms;
    private final Function<SkullBlock.Type, SkullModelBase> skullModels;
    private final PlayerSkinRenderCache playerSkinRenderCache;
 
    public CustomHeadLayer(RenderLayerParent<S, M> renderer, EntityModelSet modelSet, PlayerSkinRenderCache playerSkinRenderCache) {
        this(renderer, modelSet, playerSkinRenderCache, CustomHeadLayer.Transforms.DEFAULT);
    }
 
    public CustomHeadLayer(
        RenderLayerParent<S, M> renderer, EntityModelSet modelSet, PlayerSkinRenderCache playerSkinRenderCache, CustomHeadLayer.Transforms transforms
    ) {
        super(renderer);
        this.transforms = transforms;
        this.skullModels = Util.memoize(type -> SkullBlockRenderer.createModel(modelSet, type));
        this.playerSkinRenderCache = playerSkinRenderCache;
    }
 
    public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) {
        if (!state.headItem.isEmpty() || state.wornHeadType != null) {
            poseStack.pushPose();
            poseStack.scale(this.transforms.horizontalScale(), 1.0F, this.transforms.horizontalScale());
            M parentModel = this.getParentModel();
            parentModel.root().translateAndRotate(poseStack);
            parentModel.translateToHead(poseStack);
            if (state.wornHeadType != null) {
                poseStack.translate(0.0F, this.transforms.skullYOffset(), 0.0F);
                poseStack.scale(1.1875F, 1.1875F, 1.1875F);
                SkullBlock.Type type = state.wornHeadType;
                SkullModelBase skullModel = this.skullModels.apply(type);
                RenderType renderType = this.resolveSkullRenderType(state, type);
                SkullBlockRenderer.submitSkull(
                    state.wornHeadAnimationPos, poseStack, submitNodeCollector, lightCoords, skullModel, renderType, state.outlineColor, null
                );
            } else {
                translateToHead(poseStack, this.transforms);
                state.headItem.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
            }
 
            poseStack.popPose();
        }
    }
 
    private RenderType resolveSkullRenderType(LivingEntityRenderState state, SkullBlock.Type type) {
        if (type == SkullBlock.Types.PLAYER) {
            ResolvableProfile profile = state.wornHeadProfile;
            if (profile != null) {
                return this.playerSkinRenderCache.getOrDefault(profile).renderType();
            }
        }
 
        return SkullBlockRenderer.getSkullRenderType(type, null);
    }
 
    public static void translateToHead(PoseStack poseStack, CustomHeadLayer.Transforms transforms) {
        poseStack.translate(0.0F, -0.25F + transforms.yOffset(), 0.0F);
        poseStack.mulPose(Axis.YP.rotationDegrees(180.0F));
        poseStack.scale(0.625F, -0.625F, -0.625F);
    }
 
    @OnlyIn(Dist.CLIENT)
    public record Transforms(float yOffset, float skullYOffset, float horizontalScale) {
        public static final CustomHeadLayer.Transforms DEFAULT = new CustomHeadLayer.Transforms(0.0F, 0.0F, 1.0F);
    }
}

引用的其他类