HumanoidArmorLayer.java

net.minecraft.client.renderer.entity.layers.HumanoidArmorLayer

信息

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

    TODO

字段/常量

  • modelSet

    • 类型: ArmorModelSet<A>
    • 修饰符: private final
    • 源码定位: L20
    • 说明:

      TODO

  • babyModelSet

    • 类型: ArmorModelSet<A>
    • 修饰符: private final
    • 源码定位: L21
    • 说明:

      TODO

  • equipmentRenderer

    • 类型: EquipmentLayerRenderer
    • 修饰符: private final
    • 源码定位: L22
    • 说明:

      TODO

内部类/嵌套类型

构造器

public HumanoidArmorLayer(RenderLayerParent<S,M> renderer, ArmorModelSet<A> modelSet, EquipmentLayerRenderer equipmentRenderer) @ L24

  • 构造器名:HumanoidArmorLayer
  • 源码定位:L24
  • 修饰符:public

参数:

说明:

TODO

public HumanoidArmorLayer(RenderLayerParent<S,M> renderer, ArmorModelSet<A> modelSet, ArmorModelSet<A> babyModelSet, EquipmentLayerRenderer equipmentRenderer) @ L28

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

参数:

说明:

TODO

方法

下面的方法块按源码顺序生成。

public static boolean shouldRender(ItemStack itemStack, EquipmentSlot slot) @ L37

  • 方法名:shouldRender
  • 源码定位:L37
  • 返回类型:boolean
  • 修饰符:public static

参数:

  • itemStack: ItemStack
  • slot: EquipmentSlot

说明:

TODO

private static boolean shouldRender(Equippable equippable, EquipmentSlot slot) @ L42

  • 方法名:shouldRender
  • 源码定位:L42
  • 返回类型:boolean
  • 修饰符:private static

参数:

  • equippable: Equippable
  • slot: EquipmentSlot

说明:

TODO

public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) @ L46

  • 方法名:submit
  • 源码定位:L46
  • 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 void renderArmorPiece(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, ItemStack itemStack, EquipmentSlot slot, int lightCoords, S state) @ L53

  • 方法名:renderArmorPiece
  • 源码定位:L53
  • 返回类型:void
  • 修饰符:private

参数:

  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • itemStack: ItemStack
  • slot: EquipmentSlot
  • lightCoords: int
  • state: S

说明:

TODO

private A getArmorModel(S state, EquipmentSlot slot) @ L69

  • 方法名:getArmorModel
  • 源码定位:L69
  • 返回类型:A
  • 修饰符:private

参数:

  • state: S
  • slot: EquipmentSlot

说明:

TODO

private boolean usesInnerModel(EquipmentSlot slot) @ L73

  • 方法名:usesInnerModel
  • 源码定位:L73
  • 返回类型:boolean
  • 修饰符:private

参数:

  • slot: EquipmentSlot

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class HumanoidArmorLayer<S extends HumanoidRenderState, M extends HumanoidModel<S>, A extends HumanoidModel<S>> extends RenderLayer<S, M> {
    private final ArmorModelSet<A> modelSet;
    private final ArmorModelSet<A> babyModelSet;
    private final EquipmentLayerRenderer equipmentRenderer;
 
    public HumanoidArmorLayer(RenderLayerParent<S, M> renderer, ArmorModelSet<A> modelSet, EquipmentLayerRenderer equipmentRenderer) {
        this(renderer, modelSet, modelSet, equipmentRenderer);
    }
 
    public HumanoidArmorLayer(
        RenderLayerParent<S, M> renderer, ArmorModelSet<A> modelSet, ArmorModelSet<A> babyModelSet, EquipmentLayerRenderer equipmentRenderer
    ) {
        super(renderer);
        this.modelSet = modelSet;
        this.babyModelSet = babyModelSet;
        this.equipmentRenderer = equipmentRenderer;
    }
 
    public static boolean shouldRender(ItemStack itemStack, EquipmentSlot slot) {
        Equippable equippable = itemStack.get(DataComponents.EQUIPPABLE);
        return equippable != null && shouldRender(equippable, slot);
    }
 
    private static boolean shouldRender(Equippable equippable, EquipmentSlot slot) {
        return equippable.assetId().isPresent() && equippable.slot() == slot;
    }
 
    public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) {
        this.renderArmorPiece(poseStack, submitNodeCollector, state.chestEquipment, EquipmentSlot.CHEST, lightCoords, state);
        this.renderArmorPiece(poseStack, submitNodeCollector, state.legsEquipment, EquipmentSlot.LEGS, lightCoords, state);
        this.renderArmorPiece(poseStack, submitNodeCollector, state.feetEquipment, EquipmentSlot.FEET, lightCoords, state);
        this.renderArmorPiece(poseStack, submitNodeCollector, state.headEquipment, EquipmentSlot.HEAD, lightCoords, state);
    }
 
    private void renderArmorPiece(
        PoseStack poseStack, SubmitNodeCollector submitNodeCollector, ItemStack itemStack, EquipmentSlot slot, int lightCoords, S state
    ) {
        Equippable equippable = itemStack.get(DataComponents.EQUIPPABLE);
        if (equippable != null && shouldRender(equippable, slot)) {
            A model = this.getArmorModel(state, slot);
            EquipmentClientInfo.LayerType layerType = state.isBaby && state.entityType != EntityType.ARMOR_STAND
                ? EquipmentClientInfo.LayerType.HUMANOID_BABY
                : (this.usesInnerModel(slot) ? EquipmentClientInfo.LayerType.HUMANOID_LEGGINGS : EquipmentClientInfo.LayerType.HUMANOID);
            this.equipmentRenderer
                .renderLayers(
                    layerType, equippable.assetId().orElseThrow(), model, state, itemStack, poseStack, submitNodeCollector, lightCoords, state.outlineColor
                );
        }
    }
 
    private A getArmorModel(S state, EquipmentSlot slot) {
        return (state.isBaby ? this.babyModelSet : this.modelSet).get(slot);
    }
 
    private boolean usesInnerModel(EquipmentSlot slot) {
        return slot == EquipmentSlot.LEGS;
    }
}

引用的其他类