minecraft-src/net/minecraft/client/model/ArmorStandArmorModel.java
2025-07-04 03:45:38 +03:00

63 lines
3.5 KiB
Java

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<ArmorStandRenderState> {
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();
}
}