PlayerItemInHandLayer.java

net.minecraft.client.renderer.entity.layers.PlayerItemInHandLayer

信息

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

    TODO

字段/常量

  • X_ROT_MIN

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

      TODO

  • X_ROT_MAX

    • 类型: float
    • 修饰符: private static final
    • 源码定位: L23
    • 说明:

      TODO

内部类/嵌套类型

构造器

public PlayerItemInHandLayer(RenderLayerParent<S,M> renderer) @ L25

  • 构造器名:PlayerItemInHandLayer
  • 源码定位:L25
  • 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。

protected void submitArmWithItem(S state, ItemStackRenderState item, ItemStack itemStack, HumanoidArm arm, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) @ L29

  • 方法名:submitArmWithItem
  • 源码定位:L29
  • 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 void renderItemHeldToEye(S state, HumanoidArm arm, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) @ L42

  • 方法名:renderItemHeldToEye
  • 源码定位:L42
  • 返回类型:void
  • 修饰符:private

参数:

  • state: S
  • arm: HumanoidArm
  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • lightCoords: int

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class PlayerItemInHandLayer<S extends AvatarRenderState, M extends EntityModel<S> & ArmedModel<S> & HeadedModel> extends ItemInHandLayer<S, M> {
    private static final float X_ROT_MIN = (float) (-Math.PI / 6);
    private static final float X_ROT_MAX = (float) (Math.PI / 2);
 
    public PlayerItemInHandLayer(RenderLayerParent<S, M> renderer) {
        super(renderer);
    }
 
    protected void submitArmWithItem(
        S state, ItemStackRenderState item, ItemStack itemStack, HumanoidArm arm, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords
    ) {
        if (!item.isEmpty()) {
            InteractionHand currentHand = arm == state.mainArm ? InteractionHand.MAIN_HAND : InteractionHand.OFF_HAND;
            if (state.isUsingItem && state.useItemHand == currentHand && state.attackTime < 1.0E-5F && !state.heldOnHead.isEmpty()) {
                this.renderItemHeldToEye(state, arm, poseStack, submitNodeCollector, lightCoords);
            } else {
                super.submitArmWithItem(state, item, itemStack, arm, poseStack, submitNodeCollector, lightCoords);
            }
        }
    }
 
    private void renderItemHeldToEye(S state, HumanoidArm arm, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) {
        poseStack.pushPose();
        this.getParentModel().root().translateAndRotate(poseStack);
        ModelPart head = this.getParentModel().getHead();
        float previousXRot = head.xRot;
        head.xRot = Mth.clamp(head.xRot, (float) (-Math.PI / 6), (float) (Math.PI / 2));
        head.translateAndRotate(poseStack);
        head.xRot = previousXRot;
        CustomHeadLayer.translateToHead(poseStack, CustomHeadLayer.Transforms.DEFAULT);
        boolean isLeftHand = arm == HumanoidArm.LEFT;
        poseStack.translate((isLeftHand ? -2.5F : 2.5F) / 16.0F, -0.0625F, 0.0F);
        state.heldOnHead.submit(poseStack, submitNodeCollector, lightCoords, OverlayTexture.NO_OVERLAY, state.outlineColor);
        poseStack.popPose();
    }
}

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