package net.minecraft.client.model; import net.fabricmc.api.EnvType; import net.fabricmc.api.Environment; import net.minecraft.client.model.geom.ModelPart; import net.minecraft.client.model.geom.PartPose; import net.minecraft.client.model.geom.builders.CubeDeformation; import net.minecraft.client.model.geom.builders.CubeListBuilder; import net.minecraft.client.model.geom.builders.LayerDefinition; import net.minecraft.client.model.geom.builders.MeshDefinition; import net.minecraft.client.model.geom.builders.PartDefinition; import net.minecraft.client.renderer.entity.state.ArmorStandRenderState; @Environment(EnvType.CLIENT) public class ArmorStandArmorModel extends HumanoidModel { public ArmorStandArmorModel(ModelPart modelPart) { super(modelPart); } public static LayerDefinition createBodyLayer(CubeDeformation cubeDeformation) { MeshDefinition meshDefinition = HumanoidModel.createMesh(cubeDeformation, 0.0F); PartDefinition partDefinition = meshDefinition.getRoot(); PartDefinition partDefinition2 = partDefinition.addOrReplaceChild( "head", CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, cubeDeformation), PartPose.offset(0.0F, 1.0F, 0.0F) ); partDefinition2.addOrReplaceChild( "hat", CubeListBuilder.create().texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, cubeDeformation.extend(0.5F)), PartPose.ZERO ); partDefinition.addOrReplaceChild( "right_leg", CubeListBuilder.create().texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, cubeDeformation.extend(-0.1F)), PartPose.offset(-1.9F, 11.0F, 0.0F) ); partDefinition.addOrReplaceChild( "left_leg", CubeListBuilder.create().texOffs(0, 16).mirror().addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, cubeDeformation.extend(-0.1F)), PartPose.offset(1.9F, 11.0F, 0.0F) ); return LayerDefinition.create(meshDefinition, 64, 32); } public void setupAnim(ArmorStandRenderState armorStandRenderState) { super.setupAnim(armorStandRenderState); this.head.xRot = (float) (Math.PI / 180.0) * armorStandRenderState.headPose.x(); this.head.yRot = (float) (Math.PI / 180.0) * armorStandRenderState.headPose.y(); this.head.zRot = (float) (Math.PI / 180.0) * armorStandRenderState.headPose.z(); this.body.xRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.x(); this.body.yRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.y(); this.body.zRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.z(); this.leftArm.xRot = (float) (Math.PI / 180.0) * armorStandRenderState.leftArmPose.x(); this.leftArm.yRot = (float) (Math.PI / 180.0) * armorStandRenderState.leftArmPose.y(); this.leftArm.zRot = (float) (Math.PI / 180.0) * armorStandRenderState.leftArmPose.z(); this.rightArm.xRot = (float) (Math.PI / 180.0) * armorStandRenderState.rightArmPose.x(); this.rightArm.yRot = (float) (Math.PI / 180.0) * armorStandRenderState.rightArmPose.y(); this.rightArm.zRot = (float) (Math.PI / 180.0) * armorStandRenderState.rightArmPose.z(); this.leftLeg.xRot = (float) (Math.PI / 180.0) * armorStandRenderState.leftLegPose.x(); this.leftLeg.yRot = (float) (Math.PI / 180.0) * armorStandRenderState.leftLegPose.y(); this.leftLeg.zRot = (float) (Math.PI / 180.0) * armorStandRenderState.leftLegPose.z(); this.rightLeg.xRot = (float) (Math.PI / 180.0) * armorStandRenderState.rightLegPose.x(); this.rightLeg.yRot = (float) (Math.PI / 180.0) * armorStandRenderState.rightLegPose.y(); this.rightLeg.zRot = (float) (Math.PI / 180.0) * armorStandRenderState.rightLegPose.z(); } }