package net.minecraft.client.model; import com.mojang.blaze3d.vertex.PoseStack; import java.util.Set; import java.util.function.Function; 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.MeshDefinition; import net.minecraft.client.model.geom.builders.MeshTransformer; import net.minecraft.client.model.geom.builders.PartDefinition; import net.minecraft.client.renderer.RenderType; import net.minecraft.client.renderer.entity.state.HumanoidRenderState; import net.minecraft.resources.ResourceLocation; import net.minecraft.util.Mth; import net.minecraft.world.InteractionHand; import net.minecraft.world.entity.HumanoidArm; @Environment(EnvType.CLIENT) public class HumanoidModel extends EntityModel implements ArmedModel, HeadedModel { public static final MeshTransformer BABY_TRANSFORMER = new BabyModelTransform(true, 16.0F, 0.0F, 2.0F, 2.0F, 24.0F, Set.of("head")); public static final float OVERLAY_SCALE = 0.25F; public static final float HAT_OVERLAY_SCALE = 0.5F; public static final float LEGGINGS_OVERLAY_SCALE = -0.1F; private static final float DUCK_WALK_ROTATION = 0.005F; private static final float SPYGLASS_ARM_ROT_Y = (float) (Math.PI / 12); private static final float SPYGLASS_ARM_ROT_X = 1.9198622F; private static final float SPYGLASS_ARM_CROUCH_ROT_X = (float) (Math.PI / 12); private static final float HIGHEST_SHIELD_BLOCKING_ANGLE = (float) (-Math.PI * 4.0 / 9.0); private static final float LOWEST_SHIELD_BLOCKING_ANGLE = 0.43633232F; private static final float HORIZONTAL_SHIELD_MOVEMENT_LIMIT = (float) (Math.PI / 6); public static final float TOOT_HORN_XROT_BASE = 1.4835298F; public static final float TOOT_HORN_YROT_BASE = (float) (Math.PI / 6); public final ModelPart head; /** * The Biped's Headwear. Used for the outer layer of player skins. */ public final ModelPart hat; public final ModelPart body; /** * The Biped's Right Arm */ public final ModelPart rightArm; /** * The Biped's Left Arm */ public final ModelPart leftArm; /** * The Biped's Right Leg */ public final ModelPart rightLeg; /** * The Biped's Left Leg */ public final ModelPart leftLeg; public HumanoidModel(ModelPart root) { this(root, RenderType::entityCutoutNoCull); } public HumanoidModel(ModelPart root, Function renderType) { super(root, renderType); this.head = root.getChild("head"); this.hat = this.head.getChild("hat"); this.body = root.getChild("body"); this.rightArm = root.getChild("right_arm"); this.leftArm = root.getChild("left_arm"); this.rightLeg = root.getChild("right_leg"); this.leftLeg = root.getChild("left_leg"); } public static MeshDefinition createMesh(CubeDeformation cubeDeformation, float yOffset) { MeshDefinition meshDefinition = new MeshDefinition(); 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, 0.0F + yOffset, 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( "body", CubeListBuilder.create().texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, cubeDeformation), PartPose.offset(0.0F, 0.0F + yOffset, 0.0F) ); partDefinition.addOrReplaceChild( "right_arm", CubeListBuilder.create().texOffs(40, 16).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, cubeDeformation), PartPose.offset(-5.0F, 2.0F + yOffset, 0.0F) ); partDefinition.addOrReplaceChild( "left_arm", CubeListBuilder.create().texOffs(40, 16).mirror().addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, cubeDeformation), PartPose.offset(5.0F, 2.0F + yOffset, 0.0F) ); partDefinition.addOrReplaceChild( "right_leg", CubeListBuilder.create().texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, cubeDeformation), PartPose.offset(-1.9F, 12.0F + yOffset, 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), PartPose.offset(1.9F, 12.0F + yOffset, 0.0F) ); return meshDefinition; } public void setupAnim(T humanoidRenderState) { super.setupAnim(humanoidRenderState); HumanoidModel.ArmPose armPose = humanoidRenderState.leftArmPose; HumanoidModel.ArmPose armPose2 = humanoidRenderState.rightArmPose; float f = humanoidRenderState.swimAmount; boolean bl = humanoidRenderState.isFallFlying; this.head.xRot = humanoidRenderState.xRot * (float) (Math.PI / 180.0); this.head.yRot = humanoidRenderState.yRot * (float) (Math.PI / 180.0); if (bl) { this.head.xRot = (float) (-Math.PI / 4); } else if (f > 0.0F) { this.head.xRot = Mth.rotLerpRad(f, this.head.xRot, (float) (-Math.PI / 4)); } float g = humanoidRenderState.walkAnimationPos; float h = humanoidRenderState.walkAnimationSpeed; this.rightArm.xRot = Mth.cos(g * 0.6662F + (float) Math.PI) * 2.0F * h * 0.5F / humanoidRenderState.speedValue; this.leftArm.xRot = Mth.cos(g * 0.6662F) * 2.0F * h * 0.5F / humanoidRenderState.speedValue; this.rightLeg.xRot = Mth.cos(g * 0.6662F) * 1.4F * h / humanoidRenderState.speedValue; this.leftLeg.xRot = Mth.cos(g * 0.6662F + (float) Math.PI) * 1.4F * h / humanoidRenderState.speedValue; this.rightLeg.yRot = 0.005F; this.leftLeg.yRot = -0.005F; this.rightLeg.zRot = 0.005F; this.leftLeg.zRot = -0.005F; if (humanoidRenderState.isPassenger) { this.rightArm.xRot += (float) (-Math.PI / 5); this.leftArm.xRot += (float) (-Math.PI / 5); this.rightLeg.xRot = -1.4137167F; this.rightLeg.yRot = (float) (Math.PI / 10); this.rightLeg.zRot = 0.07853982F; this.leftLeg.xRot = -1.4137167F; this.leftLeg.yRot = (float) (-Math.PI / 10); this.leftLeg.zRot = -0.07853982F; } boolean bl2 = humanoidRenderState.mainArm == HumanoidArm.RIGHT; if (humanoidRenderState.isUsingItem) { boolean bl3 = humanoidRenderState.useItemHand == InteractionHand.MAIN_HAND; if (bl3 == bl2) { this.poseRightArm(humanoidRenderState, armPose2); } else { this.poseLeftArm(humanoidRenderState, armPose); } } else { boolean bl3 = bl2 ? armPose.isTwoHanded() : armPose2.isTwoHanded(); if (bl2 != bl3) { this.poseLeftArm(humanoidRenderState, armPose); this.poseRightArm(humanoidRenderState, armPose2); } else { this.poseRightArm(humanoidRenderState, armPose2); this.poseLeftArm(humanoidRenderState, armPose); } } this.setupAttackAnimation(humanoidRenderState, humanoidRenderState.ageInTicks); if (humanoidRenderState.isCrouching) { this.body.xRot = 0.5F; this.rightArm.xRot += 0.4F; this.leftArm.xRot += 0.4F; this.rightLeg.z += 4.0F; this.leftLeg.z += 4.0F; this.head.y += 4.2F; this.body.y += 3.2F; this.leftArm.y += 3.2F; this.rightArm.y += 3.2F; } if (armPose2 != HumanoidModel.ArmPose.SPYGLASS) { AnimationUtils.bobModelPart(this.rightArm, humanoidRenderState.ageInTicks, 1.0F); } if (armPose != HumanoidModel.ArmPose.SPYGLASS) { AnimationUtils.bobModelPart(this.leftArm, humanoidRenderState.ageInTicks, -1.0F); } if (f > 0.0F) { float i = g % 26.0F; HumanoidArm humanoidArm = humanoidRenderState.attackArm; float j = humanoidArm == HumanoidArm.RIGHT && humanoidRenderState.attackTime > 0.0F ? 0.0F : f; float k = humanoidArm == HumanoidArm.LEFT && humanoidRenderState.attackTime > 0.0F ? 0.0F : f; if (!humanoidRenderState.isUsingItem) { if (i < 14.0F) { this.leftArm.xRot = Mth.rotLerpRad(k, this.leftArm.xRot, 0.0F); this.rightArm.xRot = Mth.lerp(j, this.rightArm.xRot, 0.0F); this.leftArm.yRot = Mth.rotLerpRad(k, this.leftArm.yRot, (float) Math.PI); this.rightArm.yRot = Mth.lerp(j, this.rightArm.yRot, (float) Math.PI); this.leftArm.zRot = Mth.rotLerpRad(k, this.leftArm.zRot, (float) Math.PI + 1.8707964F * this.quadraticArmUpdate(i) / this.quadraticArmUpdate(14.0F)); this.rightArm.zRot = Mth.lerp(j, this.rightArm.zRot, (float) Math.PI - 1.8707964F * this.quadraticArmUpdate(i) / this.quadraticArmUpdate(14.0F)); } else if (i >= 14.0F && i < 22.0F) { float l = (i - 14.0F) / 8.0F; this.leftArm.xRot = Mth.rotLerpRad(k, this.leftArm.xRot, (float) (Math.PI / 2) * l); this.rightArm.xRot = Mth.lerp(j, this.rightArm.xRot, (float) (Math.PI / 2) * l); this.leftArm.yRot = Mth.rotLerpRad(k, this.leftArm.yRot, (float) Math.PI); this.rightArm.yRot = Mth.lerp(j, this.rightArm.yRot, (float) Math.PI); this.leftArm.zRot = Mth.rotLerpRad(k, this.leftArm.zRot, 5.012389F - 1.8707964F * l); this.rightArm.zRot = Mth.lerp(j, this.rightArm.zRot, 1.2707963F + 1.8707964F * l); } else if (i >= 22.0F && i < 26.0F) { float l = (i - 22.0F) / 4.0F; this.leftArm.xRot = Mth.rotLerpRad(k, this.leftArm.xRot, (float) (Math.PI / 2) - (float) (Math.PI / 2) * l); this.rightArm.xRot = Mth.lerp(j, this.rightArm.xRot, (float) (Math.PI / 2) - (float) (Math.PI / 2) * l); this.leftArm.yRot = Mth.rotLerpRad(k, this.leftArm.yRot, (float) Math.PI); this.rightArm.yRot = Mth.lerp(j, this.rightArm.yRot, (float) Math.PI); this.leftArm.zRot = Mth.rotLerpRad(k, this.leftArm.zRot, (float) Math.PI); this.rightArm.zRot = Mth.lerp(j, this.rightArm.zRot, (float) Math.PI); } } float l = 0.3F; float m = 0.33333334F; this.leftLeg.xRot = Mth.lerp(f, this.leftLeg.xRot, 0.3F * Mth.cos(g * 0.33333334F + (float) Math.PI)); this.rightLeg.xRot = Mth.lerp(f, this.rightLeg.xRot, 0.3F * Mth.cos(g * 0.33333334F)); } } private void poseRightArm(T renderState, HumanoidModel.ArmPose pose) { switch (pose) { case EMPTY: this.rightArm.yRot = 0.0F; break; case ITEM: this.rightArm.xRot = this.rightArm.xRot * 0.5F - (float) (Math.PI / 10); this.rightArm.yRot = 0.0F; break; case BLOCK: this.poseBlockingArm(this.rightArm, true); break; case BOW_AND_ARROW: this.rightArm.yRot = -0.1F + this.head.yRot; this.leftArm.yRot = 0.1F + this.head.yRot + 0.4F; this.rightArm.xRot = (float) (-Math.PI / 2) + this.head.xRot; this.leftArm.xRot = (float) (-Math.PI / 2) + this.head.xRot; break; case THROW_SPEAR: this.rightArm.xRot = this.rightArm.xRot * 0.5F - (float) Math.PI; this.rightArm.yRot = 0.0F; break; case CROSSBOW_CHARGE: AnimationUtils.animateCrossbowCharge(this.rightArm, this.leftArm, renderState.maxCrossbowChargeDuration, renderState.ticksUsingItem, true); break; case CROSSBOW_HOLD: AnimationUtils.animateCrossbowHold(this.rightArm, this.leftArm, this.head, true); break; case SPYGLASS: this.rightArm.xRot = Mth.clamp(this.head.xRot - 1.9198622F - (renderState.isCrouching ? (float) (Math.PI / 12) : 0.0F), -2.4F, 3.3F); this.rightArm.yRot = this.head.yRot - (float) (Math.PI / 12); break; case TOOT_HORN: this.rightArm.xRot = Mth.clamp(this.head.xRot, -1.2F, 1.2F) - 1.4835298F; this.rightArm.yRot = this.head.yRot - (float) (Math.PI / 6); break; case BRUSH: this.rightArm.xRot = this.rightArm.xRot * 0.5F - (float) (Math.PI / 5); this.rightArm.yRot = 0.0F; } } private void poseLeftArm(T renderState, HumanoidModel.ArmPose pose) { switch (pose) { case EMPTY: this.leftArm.yRot = 0.0F; break; case ITEM: this.leftArm.xRot = this.leftArm.xRot * 0.5F - (float) (Math.PI / 10); this.leftArm.yRot = 0.0F; break; case BLOCK: this.poseBlockingArm(this.leftArm, false); break; case BOW_AND_ARROW: this.rightArm.yRot = -0.1F + this.head.yRot - 0.4F; this.leftArm.yRot = 0.1F + this.head.yRot; this.rightArm.xRot = (float) (-Math.PI / 2) + this.head.xRot; this.leftArm.xRot = (float) (-Math.PI / 2) + this.head.xRot; break; case THROW_SPEAR: this.leftArm.xRot = this.leftArm.xRot * 0.5F - (float) Math.PI; this.leftArm.yRot = 0.0F; break; case CROSSBOW_CHARGE: AnimationUtils.animateCrossbowCharge(this.rightArm, this.leftArm, renderState.maxCrossbowChargeDuration, renderState.ticksUsingItem, false); break; case CROSSBOW_HOLD: AnimationUtils.animateCrossbowHold(this.rightArm, this.leftArm, this.head, false); break; case SPYGLASS: this.leftArm.xRot = Mth.clamp(this.head.xRot - 1.9198622F - (renderState.isCrouching ? (float) (Math.PI / 12) : 0.0F), -2.4F, 3.3F); this.leftArm.yRot = this.head.yRot + (float) (Math.PI / 12); break; case TOOT_HORN: this.leftArm.xRot = Mth.clamp(this.head.xRot, -1.2F, 1.2F) - 1.4835298F; this.leftArm.yRot = this.head.yRot + (float) (Math.PI / 6); break; case BRUSH: this.leftArm.xRot = this.leftArm.xRot * 0.5F - (float) (Math.PI / 5); this.leftArm.yRot = 0.0F; } } private void poseBlockingArm(ModelPart arm, boolean isRightArm) { arm.xRot = arm.xRot * 0.5F - 0.9424779F + Mth.clamp(this.head.xRot, (float) (-Math.PI * 4.0 / 9.0), 0.43633232F); arm.yRot = (isRightArm ? -30.0F : 30.0F) * (float) (Math.PI / 180.0) + Mth.clamp(this.head.yRot, (float) (-Math.PI / 6), (float) (Math.PI / 6)); } protected void setupAttackAnimation(T renderState, float ageInTicks) { float f = renderState.attackTime; if (!(f <= 0.0F)) { HumanoidArm humanoidArm = renderState.attackArm; ModelPart modelPart = this.getArm(humanoidArm); this.body.yRot = Mth.sin(Mth.sqrt(f) * (float) (Math.PI * 2)) * 0.2F; if (humanoidArm == HumanoidArm.LEFT) { this.body.yRot *= -1.0F; } float h = renderState.ageScale; this.rightArm.z = Mth.sin(this.body.yRot) * 5.0F * h; this.rightArm.x = -Mth.cos(this.body.yRot) * 5.0F * h; this.leftArm.z = -Mth.sin(this.body.yRot) * 5.0F * h; this.leftArm.x = Mth.cos(this.body.yRot) * 5.0F * h; this.rightArm.yRot = this.rightArm.yRot + this.body.yRot; this.leftArm.yRot = this.leftArm.yRot + this.body.yRot; this.leftArm.xRot = this.leftArm.xRot + this.body.yRot; float g = 1.0F - f; g *= g; g *= g; g = 1.0F - g; float i = Mth.sin(g * (float) Math.PI); float j = Mth.sin(f * (float) Math.PI) * -(this.head.xRot - 0.7F) * 0.75F; modelPart.xRot -= i * 1.2F + j; modelPart.yRot = modelPart.yRot + this.body.yRot * 2.0F; modelPart.zRot = modelPart.zRot + Mth.sin(f * (float) Math.PI) * -0.4F; } } private float quadraticArmUpdate(float limbSwing) { return -65.0F * limbSwing + limbSwing * limbSwing; } public void copyPropertiesTo(HumanoidModel model) { model.head.copyFrom(this.head); model.body.copyFrom(this.body); model.rightArm.copyFrom(this.rightArm); model.leftArm.copyFrom(this.leftArm); model.rightLeg.copyFrom(this.rightLeg); model.leftLeg.copyFrom(this.leftLeg); } public void setAllVisible(boolean visible) { this.head.visible = visible; this.hat.visible = visible; this.body.visible = visible; this.rightArm.visible = visible; this.leftArm.visible = visible; this.rightLeg.visible = visible; this.leftLeg.visible = visible; } @Override public void translateToHand(HumanoidArm side, PoseStack poseStack) { this.root.translateAndRotate(poseStack); this.getArm(side).translateAndRotate(poseStack); } protected ModelPart getArm(HumanoidArm side) { return side == HumanoidArm.LEFT ? this.leftArm : this.rightArm; } @Override public ModelPart getHead() { return this.head; } @Environment(EnvType.CLIENT) public static enum ArmPose { EMPTY(false), ITEM(false), BLOCK(false), BOW_AND_ARROW(true), THROW_SPEAR(false), CROSSBOW_CHARGE(true), CROSSBOW_HOLD(true), SPYGLASS(false), TOOT_HORN(false), BRUSH(false); private final boolean twoHanded; private ArmPose(final boolean twoHanded) { this.twoHanded = twoHanded; } public boolean isTwoHanded() { return this.twoHanded; } } }