package net.minecraft.client.model; import com.mojang.blaze3d.vertex.PoseStack; 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; import net.minecraft.world.entity.HumanoidArm; @Environment(EnvType.CLIENT) public class ArmorStandModel extends ArmorStandArmorModel { private static final String RIGHT_BODY_STICK = "right_body_stick"; private static final String LEFT_BODY_STICK = "left_body_stick"; private static final String SHOULDER_STICK = "shoulder_stick"; private static final String BASE_PLATE = "base_plate"; private final ModelPart rightBodyStick; private final ModelPart leftBodyStick; private final ModelPart shoulderStick; private final ModelPart basePlate; public ArmorStandModel(ModelPart modelPart) { super(modelPart); this.rightBodyStick = modelPart.getChild("right_body_stick"); this.leftBodyStick = modelPart.getChild("left_body_stick"); this.shoulderStick = modelPart.getChild("shoulder_stick"); this.basePlate = modelPart.getChild("base_plate"); this.hat.visible = false; } public static LayerDefinition createBodyLayer() { MeshDefinition meshDefinition = HumanoidModel.createMesh(CubeDeformation.NONE, 0.0F); PartDefinition partDefinition = meshDefinition.getRoot(); partDefinition.addOrReplaceChild( "head", CubeListBuilder.create().texOffs(0, 0).addBox(-1.0F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F), PartPose.offset(0.0F, 1.0F, 0.0F) ); partDefinition.addOrReplaceChild("body", CubeListBuilder.create().texOffs(0, 26).addBox(-6.0F, 0.0F, -1.5F, 12.0F, 3.0F, 3.0F), PartPose.ZERO); partDefinition.addOrReplaceChild( "right_arm", CubeListBuilder.create().texOffs(24, 0).addBox(-2.0F, -2.0F, -1.0F, 2.0F, 12.0F, 2.0F), PartPose.offset(-5.0F, 2.0F, 0.0F) ); partDefinition.addOrReplaceChild( "left_arm", CubeListBuilder.create().texOffs(32, 16).mirror().addBox(0.0F, -2.0F, -1.0F, 2.0F, 12.0F, 2.0F), PartPose.offset(5.0F, 2.0F, 0.0F) ); partDefinition.addOrReplaceChild( "right_leg", CubeListBuilder.create().texOffs(8, 0).addBox(-1.0F, 0.0F, -1.0F, 2.0F, 11.0F, 2.0F), PartPose.offset(-1.9F, 12.0F, 0.0F) ); partDefinition.addOrReplaceChild( "left_leg", CubeListBuilder.create().texOffs(40, 16).mirror().addBox(-1.0F, 0.0F, -1.0F, 2.0F, 11.0F, 2.0F), PartPose.offset(1.9F, 12.0F, 0.0F) ); partDefinition.addOrReplaceChild("right_body_stick", CubeListBuilder.create().texOffs(16, 0).addBox(-3.0F, 3.0F, -1.0F, 2.0F, 7.0F, 2.0F), PartPose.ZERO); partDefinition.addOrReplaceChild("left_body_stick", CubeListBuilder.create().texOffs(48, 16).addBox(1.0F, 3.0F, -1.0F, 2.0F, 7.0F, 2.0F), PartPose.ZERO); partDefinition.addOrReplaceChild("shoulder_stick", CubeListBuilder.create().texOffs(0, 48).addBox(-4.0F, 10.0F, -1.0F, 8.0F, 2.0F, 2.0F), PartPose.ZERO); partDefinition.addOrReplaceChild( "base_plate", CubeListBuilder.create().texOffs(0, 32).addBox(-6.0F, 11.0F, -6.0F, 12.0F, 1.0F, 12.0F), PartPose.offset(0.0F, 12.0F, 0.0F) ); return LayerDefinition.create(meshDefinition, 64, 64); } @Override public void setupAnim(ArmorStandRenderState armorStandRenderState) { super.setupAnim(armorStandRenderState); this.basePlate.yRot = (float) (Math.PI / 180.0) * -armorStandRenderState.yRot; this.leftArm.visible = armorStandRenderState.showArms; this.rightArm.visible = armorStandRenderState.showArms; this.basePlate.visible = armorStandRenderState.showBasePlate; this.rightBodyStick.xRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.x(); this.rightBodyStick.yRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.y(); this.rightBodyStick.zRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.z(); this.leftBodyStick.xRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.x(); this.leftBodyStick.yRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.y(); this.leftBodyStick.zRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.z(); this.shoulderStick.xRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.x(); this.shoulderStick.yRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.y(); this.shoulderStick.zRot = (float) (Math.PI / 180.0) * armorStandRenderState.bodyPose.z(); } @Override public void translateToHand(HumanoidArm side, PoseStack poseStack) { ModelPart modelPart = this.getArm(side); boolean bl = modelPart.visible; modelPart.visible = true; super.translateToHand(side, poseStack); modelPart.visible = bl; } }