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