zh_cn:tutorial:blockentityrenderers
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zh_cn:tutorial:blockentityrenderers [2019/12/19 10:02] – created lightcolour | zh_cn:tutorial:blockentityrenderers [2022/03/21 04:09] – solidblock | ||
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- | ====== | + | ====== |
+ | // | ||
+ | 这是本教程的 1.15 以上版本。对于 1.14 版本,请参见[[zh_cn: | ||
- | //This is the 1.15 version of this tutorial. For the 1.14 version, see [[tutorial: | + | 阅读本教程之前,请确保您已[[blockentity|添加方块实体]]! |
- | + | ===== 介绍 | |
- | Make sure you [[tutorial:blockentity|added a block entity]] before reading this tutorial! | + | 方块本身并不是那么有趣,只是在某个位置和某个大小保持静止直到损坏。我们可以使用方块实体渲染器(block entity |
- | ===== Introduction | + | ===== 例子 |
- | Blocks by themselves aren't that interesting, | + | 在本教程中,我们将通过向其添加 |
- | they just stay static at a certain location and a certain size until broken. | + | |
- | We can use block entity | + | |
- | at differing locations and sizes, and more. | + | |
- | ===== Example | + | |
- | In this tutorial we'll build off the block entity we created by adding a '' | + | |
- | The renderer will display a jukebox floating above the block, going up and down and spinning. | + | |
| | ||
- | The first thing we need to do is create our '' | + | 我们需要做的第一件事是创建我们的 |
<code java> | <code java> | ||
- | public class MyBlockEntityRenderer | + | @Environment(EnvType.CLIENT) |
- | // A jukebox itemstack | + | public class DemoBlockEntityRenderer< |
+ | // 唱片机物品堆 | ||
private static ItemStack stack = new ItemStack(Items.JUKEBOX, | private static ItemStack stack = new ItemStack(Items.JUKEBOX, | ||
| | ||
- | public | + | public |
- | super(dispatcher); | + | |
- | | + | |
| | ||
@Override | @Override | ||
Line 28: | Line 23: | ||
} | } | ||
</ | </ | ||
- | We're going to need to register our '' | ||
- | This wouldn' | ||
- | However, in a multiplayer setting, where the server runs in a different process than the client, the server code | ||
- | has no concept of a " | ||
- | To run initialization code only for the client, we need to setup a '' | ||
- | Create a new class next to your main class that implements | + | 我们将需要注册我们的 '' |
+ | |||
+ | 在实现 | ||
<code java> | <code java> | ||
+ | @Environment(EnvType.CLIENT) | ||
public class ExampleModClient implements ClientModInitializer { | public class ExampleModClient implements ClientModInitializer { | ||
@Override | @Override | ||
public void onInitializeClient() { | public void onInitializeClient() { | ||
- | // Here we will put client-only registration code | + | // 这里我们放置只在客户端注册的代码 |
} | } | ||
} | } | ||
</ | </ | ||
- | + | 将此类设置为 | |
- | Set this class as the '' | + | |
<code javascript " | <code javascript " | ||
" | " | ||
Line 50: | Line 43: | ||
" | " | ||
{ | { | ||
- | " | + | " |
} | } | ||
] | ] | ||
Line 56: | Line 49: | ||
</ | </ | ||
- | And register the '' | + | 在我们的 ClientModInitializer 中注册 |
<code java> | <code java> | ||
- | @Override | + | |
- | public void onInitializeClient() { | + | public void onInitializeClient() { |
- | BlockEntityRendererRegistry.INSTANCE.register(DEMO_BLOCK_ENTITY, | + | BlockEntityRendererRegistry.INSTANCE.register(DEMO_BLOCK_ENTITY, |
- | } | + | } |
</ | </ | ||
- | We override the '' | + | 我们重写在每一帧都会被调用的 |
- | - for starters, call '' | + | |
<code java> | <code java> | ||
public void render(DemoBlockEntity blockEntity, | public void render(DemoBlockEntity blockEntity, | ||
Line 70: | Line 64: | ||
} | } | ||
</ | </ | ||
- | We then perform the movement of the jukebox (matrices.translate) and rotation (matrices.multiply). | + | 然后,我们对唱片机进行平移(matrices.translate)和旋转(matrices.multiply)。平移分为两部分:将其平移到高于方块中心的 |
- | There are two parts to the translation: | + | |
- | The second part is the part that changes: the offset in the y value. The offset is the height of the item for any given frame. | + | |
- | We recalculate this each time because we want it to be animating bouncing up and down. We calculate this by: | + | |
- | | + | |
- | * Adding the partial ticks. (The partial ticks is a fractional value representing the amount of time that’s passed between the last full tick and now. We use this because otherwise the animation would be jittery because there are fewer ticks per second than frames per second.) | + | |
- | * Dividing that by 8 to slow the movement down. | + | |
- | * Taking the sine of that to produce a value that ranges between | + | |
- | * Dividing that by 4 to compress the sine wave vertically so the item doesn’t move up and down as much. | + | |
<code java> | <code java> | ||
public void render(DemoBlockEntity blockEntity, | public void render(DemoBlockEntity blockEntity, | ||
[...] | [...] | ||
- | // Calculate the current offset in the y value | + | // 计算当前y值的偏移 |
double offset = Math.sin((blockEntity.getWorld().getTime() + tickDelta) / 8.0) / 4.0; | double offset = Math.sin((blockEntity.getWorld().getTime() + tickDelta) / 8.0) / 4.0; | ||
- | // Move the item | + | // 移动物品 |
matrices.translate(0.5, | matrices.translate(0.5, | ||
- | // Rotate the item | + | // 旋转物品 |
- | matrices.multiply(Vector3f.POSITIVE_Y.getDegreesQuaternion((blockEntity.getWorld().getTime() + tickDelta) * 4)); | + | matrices.multiply(Vec3f.POSITIVE_Y.getDegreesQuaternion((blockEntity.getWorld().getTime() + tickDelta) * 4)); |
} | } | ||
</ | </ | ||
- | Finally, we will get the Minecraft ' | + | 最后,我们将获得 |
- | We also pass '' | + | |
- | an item lying on the ground. Try experimenting with this value and see what happens (it's an enum). | + | |
- | We also need to call '' | + | |
<code java> | <code java> | ||
public void render(DemoBlockEntity blockEntity, | public void render(DemoBlockEntity blockEntity, | ||
[...] | [...] | ||
- | MinecraftClient.getInstance().getItemRenderer().renderItem(stack, | + | MinecraftClient.getInstance().getItemRenderer().renderItem(stack, |
- | // Mandatory call after GL calls | + | // GL 调用之后的必要调用 |
matrices.pop(); | matrices.pop(); | ||
} | } | ||
</ | </ | ||
- | You can try your newly created block entity renderer right now. | + | 您现在就可以尝试新创建的方块实体渲染器。但是,如果您没有使方块透明,您会发现有些不对劲——这个浮动的方块,即唱片机,是黑色的!这是因为默认情况下,//无论您在方块实体中渲染什么,都将接收该方块实体所在位置的光照度//。所以浮动的方块接收这个不透明方块内部的光照,这意味着接收不到光。为了解决此问题,我们会让Minecraft接收方块实体上方位置的光照强度。 |
- | However, if you didn't make your block transparent, | + | |
- | This is because by default, | + | |
- | So the floating block receives light from //inside// our opaque block, which means it receives no light! | + | |
- | To fix this, we will tell Minecraft | + | |
- | To get the light, we call '' | + | 要获取光照,我们在方块实体上方的位置调用 |
- | and to use the light we use it in '' | + | |
<code java> | <code java> | ||
@Override | @Override | ||
Line 119: | Line 102: | ||
| | ||
int lightAbove = WorldRenderer.getLightmapCoordinates(blockEntity.getWorld(), | int lightAbove = WorldRenderer.getLightmapCoordinates(blockEntity.getWorld(), | ||
- | MinecraftClient.getInstance().getItemRenderer().renderItem(stack, | + | MinecraftClient.getInstance().getItemRenderer().renderItem(stack, |
| | ||
[...] | [...] | ||
Line 125: | Line 108: | ||
</ | </ | ||
- | The jukebox should now have the proper lighting. | + | 唱片机现在应该得到了适当的光照。 |
+ | |||
+ | ===== 根据方块实体数据进行渲染 ===== | ||
+ | 有时候你需要根据方块实体的数据(nbt)进行渲染,结果发现这些数据全是空的,尽管通过 ''/ |
zh_cn/tutorial/blockentityrenderers.txt · Last modified: 2023/08/29 10:31 by wjz_p