package net.minecraft.client.model.object.armorstand; import net.minecraft.client.model.HumanoidModel; 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.ArmorStandRenderState; public class ArmorStandArmorModel extends HumanoidModel { public ArmorStandArmorModel(final ModelPart root) { super(root); } public static ArmorModelSet createArmorLayerSet(final CubeDeformation innerDeformation, final CubeDeformation outerDeformation) { return createArmorMeshSet(ArmorStandArmorModel::createBaseMesh, ADULT_ARMOR_PARTS_PER_SLOT, innerDeformation, outerDeformation) .map(mesh -> LayerDefinition.create(mesh, 64, 32)); } private static MeshDefinition createBaseMesh(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, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, g), PartPose.offset(0.0F, 1.0F, 0.0F) ); head.addOrReplaceChild("hat", CubeListBuilder.create().texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, g.extend(0.5F)), 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(-1.9F, 11.0F, 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(1.9F, 11.0F, 0.0F) ); return mesh; } public void setupAnim(final ArmorStandRenderState state) { super.setupAnim(state); this.head.xRot = (float) (Math.PI / 180.0) * state.headPose.x(); this.head.yRot = (float) (Math.PI / 180.0) * state.headPose.y(); this.head.zRot = (float) (Math.PI / 180.0) * state.headPose.z(); this.body.xRot = (float) (Math.PI / 180.0) * state.bodyPose.x(); this.body.yRot = (float) (Math.PI / 180.0) * state.bodyPose.y(); this.body.zRot = (float) (Math.PI / 180.0) * state.bodyPose.z(); this.leftArm.xRot = (float) (Math.PI / 180.0) * state.leftArmPose.x(); this.leftArm.yRot = (float) (Math.PI / 180.0) * state.leftArmPose.y(); this.leftArm.zRot = (float) (Math.PI / 180.0) * state.leftArmPose.z(); this.rightArm.xRot = (float) (Math.PI / 180.0) * state.rightArmPose.x(); this.rightArm.yRot = (float) (Math.PI / 180.0) * state.rightArmPose.y(); this.rightArm.zRot = (float) (Math.PI / 180.0) * state.rightArmPose.z(); this.leftLeg.xRot = (float) (Math.PI / 180.0) * state.leftLegPose.x(); this.leftLeg.yRot = (float) (Math.PI / 180.0) * state.leftLegPose.y(); this.leftLeg.zRot = (float) (Math.PI / 180.0) * state.leftLegPose.z(); this.rightLeg.xRot = (float) (Math.PI / 180.0) * state.rightLegPose.x(); this.rightLeg.yRot = (float) (Math.PI / 180.0) * state.rightLegPose.y(); this.rightLeg.zRot = (float) (Math.PI / 180.0) * state.rightLegPose.z(); } }