ItemInHandLayer.java

net.minecraft.client.renderer.entity.layers.ItemInHandLayer

信息

  • 全限定名:net.minecraft.client.renderer.entity.layers.ItemInHandLayer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity.layers
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/layers/ItemInHandLayer.java
  • 起始行号:L21
  • 继承:RenderLayer<S,M>
  • 职责:

    TODO

字段/常量

内部类/嵌套类型

构造器

public ItemInHandLayer(RenderLayerParent<S,M> renderer) @ L22

  • 构造器名:ItemInHandLayer
  • 源码定位:L22
  • 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) @ L26

  • 方法名:submit
  • 源码定位:L26
  • 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 submitArmWithItem(S state, ItemStackRenderState item, ItemStack itemStack, HumanoidArm arm, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) @ L31

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

参数:

  • state: S
  • item: ItemStackRenderState
  • itemStack: ItemStack
  • arm: HumanoidArm
  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • lightCoords: int

说明:

TODO

private boolean useBabyOffset(S state) @ L58

  • 方法名:useBabyOffset
  • 源码定位:L58
  • 返回类型:boolean
  • 修饰符:private

参数:

  • state: S

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class ItemInHandLayer<S extends ArmedEntityRenderState, M extends EntityModel<S> & ArmedModel<S>> extends RenderLayer<S, M> {
    public ItemInHandLayer(RenderLayerParent<S, M> renderer) {
        super(renderer);
    }
 
    public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) {
        this.submitArmWithItem(state, state.rightHandItemState, state.rightHandItemStack, HumanoidArm.RIGHT, poseStack, submitNodeCollector, lightCoords);
        this.submitArmWithItem(state, state.leftHandItemState, state.leftHandItemStack, HumanoidArm.LEFT, poseStack, submitNodeCollector, lightCoords);
    }
 
    protected void submitArmWithItem(
        S state, ItemStackRenderState item, ItemStack itemStack, HumanoidArm arm, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords
    ) {
        if (!item.isEmpty()) {
            poseStack.pushPose();
            this.getParentModel().translateToHand(state, arm, poseStack);
            poseStack.mulPose(Axis.XP.rotationDegrees(-90.0F));
            poseStack.mulPose(Axis.YP.rotationDegrees(180.0F));
            boolean isLeftHand = arm == HumanoidArm.LEFT;
            float offsetX = this.useBabyOffset(state) ? 0.0F : 1.0F;
            float offsetY = this.useBabyOffset(state) ? 1.0F : 2.0F;
            float offsetZ = this.useBabyOffset(state) ? -4.5F : -10.0F;
            poseStack.translate((isLeftHand ? -1 : 1) * offsetX / 16.0F, offsetY / 16.0F, offsetZ / 16.0F);
            if (state.attackTime > 0.0F && state.attackArm == arm && state.swingAnimationType == SwingAnimationType.STAB) {
                SpearAnimations.thirdPersonAttackItem(state, poseStack);
            }
 
            float ticksUsingItem = state.ticksUsingItem(arm);
            if (ticksUsingItem != 0.0F) {
                (arm == HumanoidArm.RIGHT ? state.rightArmPose : state.leftArmPose).animateUseItem(state, poseStack, ticksUsingItem, arm, itemStack);
            }
 
            item.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
            poseStack.popPose();
        }
    }
 
    private boolean useBabyOffset(S state) {
        return state.isBaby && state.entityType != EntityType.ARMOR_STAND;
    }
}

引用的其他类