package net.minecraft.client.model.monster.zombie; import com.mojang.blaze3d.vertex.PoseStack; import net.minecraft.client.model.AnimationUtils; import net.minecraft.client.model.HumanoidModel; import net.minecraft.client.model.VillagerLikeModel; 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.ArmorModelSet; import net.minecraft.client.renderer.entity.state.ZombieVillagerRenderState; import net.minecraft.world.entity.HumanoidArm; public class ZombieVillagerModel extends HumanoidModel implements VillagerLikeModel { public ZombieVillagerModel(final ModelPart root) { super(root); } public static LayerDefinition createBodyLayer() { MeshDefinition mesh = HumanoidModel.createMesh(CubeDeformation.NONE, 0.0F); PartDefinition root = mesh.getRoot(); PartDefinition head = root.addOrReplaceChild( "head", new CubeListBuilder().texOffs(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8.0F, 10.0F, 8.0F).texOffs(24, 0).addBox(-1.0F, -3.0F, -6.0F, 2.0F, 4.0F, 2.0F), PartPose.ZERO ); PartDefinition hat = head.addOrReplaceChild( "hat", CubeListBuilder.create().texOffs(32, 0).addBox(-4.0F, -10.0F, -4.0F, 8.0F, 10.0F, 8.0F, new CubeDeformation(0.5F)), PartPose.ZERO ); hat.addOrReplaceChild( "hat_rim", CubeListBuilder.create().texOffs(30, 47).addBox(-8.0F, -8.0F, -6.0F, 16.0F, 16.0F, 1.0F), PartPose.rotation((float) (-Math.PI / 2), 0.0F, 0.0F) ); root.addOrReplaceChild( "body", CubeListBuilder.create() .texOffs(16, 20) .addBox(-4.0F, 0.0F, -3.0F, 8.0F, 12.0F, 6.0F) .texOffs(0, 38) .addBox(-4.0F, 0.0F, -3.0F, 8.0F, 20.0F, 6.0F, new CubeDeformation(0.05F)), PartPose.ZERO ); root.addOrReplaceChild( "right_arm", CubeListBuilder.create().texOffs(44, 22).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(-5.0F, 2.0F, 0.0F) ); root.addOrReplaceChild( "left_arm", CubeListBuilder.create().texOffs(44, 22).mirror().addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(5.0F, 2.0F, 0.0F) ); root.addOrReplaceChild( "right_leg", CubeListBuilder.create().texOffs(0, 22).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(-2.0F, 12.0F, 0.0F) ); root.addOrReplaceChild( "left_leg", CubeListBuilder.create().texOffs(0, 22).mirror().addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F), PartPose.offset(2.0F, 12.0F, 0.0F) ); return LayerDefinition.create(mesh, 64, 64); } public static LayerDefinition createNoHatLayer() { return createBodyLayer().apply(mesh -> { mesh.getRoot().clearChild("head").clearRecursively(); return mesh; }); } public static ArmorModelSet createArmorLayerSet(final CubeDeformation innerDeformation, final CubeDeformation outerDeformation) { return createArmorMeshSet(ZombieVillagerModel::createBaseArmorMesh, ADULT_ARMOR_PARTS_PER_SLOT, innerDeformation, outerDeformation) .map(mesh -> LayerDefinition.create(mesh, 64, 32)); } private static MeshDefinition createBaseArmorMesh(final CubeDeformation g) { MeshDefinition mesh = HumanoidModel.createMesh(g, 0.0F); PartDefinition root = mesh.getRoot(); PartDefinition head = root.addOrReplaceChild("head", CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8.0F, 8.0F, 8.0F, g), PartPose.ZERO); root.addOrReplaceChild("body", CubeListBuilder.create().texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, g.extend(0.1F)), PartPose.ZERO); root.addOrReplaceChild( "right_leg", CubeListBuilder.create().texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, g.extend(0.1F)), PartPose.offset(-2.0F, 12.0F, 0.0F) ); root.addOrReplaceChild( "left_leg", CubeListBuilder.create().texOffs(0, 16).mirror().addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, g.extend(0.1F)), PartPose.offset(2.0F, 12.0F, 0.0F) ); head.getChild("hat").addOrReplaceChild("hat_rim", CubeListBuilder.create(), PartPose.ZERO); return mesh; } public void setupAnim(final S state) { super.setupAnim(state); AnimationUtils.animateZombieArms(this.leftArm, this.rightArm, state.isAggressive, state); } public void translateToArms(final ZombieVillagerRenderState state, final PoseStack outputPoseStack) { this.translateToHand(state, HumanoidArm.RIGHT, outputPoseStack); } }