package net.minecraft.client.model.animal.allay; import com.mojang.blaze3d.vertex.PoseStack; import com.mojang.math.Axis; import net.fabricmc.api.EnvType; import net.fabricmc.api.Environment; import net.minecraft.client.model.ArmedModel; import net.minecraft.client.model.EntityModel; 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.AllayRenderState; import net.minecraft.client.renderer.rendertype.RenderTypes; import net.minecraft.util.Mth; import net.minecraft.world.entity.HumanoidArm; @Environment(EnvType.CLIENT) public class AllayModel extends EntityModel implements ArmedModel { private final ModelPart head = this.root.getChild("head"); private final ModelPart body = this.root.getChild("body"); private final ModelPart right_arm = this.body.getChild("right_arm"); private final ModelPart left_arm = this.body.getChild("left_arm"); private final ModelPart right_wing = this.body.getChild("right_wing"); private final ModelPart left_wing = this.body.getChild("left_wing"); private static final float FLYING_ANIMATION_X_ROT = (float) (Math.PI / 4); private static final float MAX_HAND_HOLDING_ITEM_X_ROT_RAD = -1.134464F; private static final float MIN_HAND_HOLDING_ITEM_X_ROT_RAD = (float) (-Math.PI / 3); public AllayModel(final ModelPart root) { super(root.getChild("root"), RenderTypes::entityTranslucent); } public static LayerDefinition createBodyLayer() { MeshDefinition meshdefinition = new MeshDefinition(); PartDefinition partdefinition = meshdefinition.getRoot(); PartDefinition root = partdefinition.addOrReplaceChild("root", CubeListBuilder.create(), PartPose.offset(0.0F, 23.5F, 0.0F)); root.addOrReplaceChild( "head", CubeListBuilder.create().texOffs(0, 0).addBox(-2.5F, -5.0F, -2.5F, 5.0F, 5.0F, 5.0F, new CubeDeformation(0.0F)), PartPose.offset(0.0F, -3.99F, 0.0F) ); PartDefinition body = root.addOrReplaceChild( "body", CubeListBuilder.create() .texOffs(0, 10) .addBox(-1.5F, 0.0F, -1.0F, 3.0F, 4.0F, 2.0F, new CubeDeformation(0.0F)) .texOffs(0, 16) .addBox(-1.5F, 0.0F, -1.0F, 3.0F, 5.0F, 2.0F, new CubeDeformation(-0.2F)), PartPose.offset(0.0F, -4.0F, 0.0F) ); body.addOrReplaceChild( "right_arm", CubeListBuilder.create().texOffs(23, 0).addBox(-0.75F, -0.5F, -1.0F, 1.0F, 4.0F, 2.0F, new CubeDeformation(-0.01F)), PartPose.offset(-1.75F, 0.5F, 0.0F) ); body.addOrReplaceChild( "left_arm", CubeListBuilder.create().texOffs(23, 6).addBox(-0.25F, -0.5F, -1.0F, 1.0F, 4.0F, 2.0F, new CubeDeformation(-0.01F)), PartPose.offset(1.75F, 0.5F, 0.0F) ); body.addOrReplaceChild( "right_wing", CubeListBuilder.create().texOffs(16, 14).addBox(0.0F, 1.0F, 0.0F, 0.0F, 5.0F, 8.0F, new CubeDeformation(0.0F)), PartPose.offset(-0.5F, 0.0F, 0.6F) ); body.addOrReplaceChild( "left_wing", CubeListBuilder.create().texOffs(16, 14).addBox(0.0F, 1.0F, 0.0F, 0.0F, 5.0F, 8.0F, new CubeDeformation(0.0F)), PartPose.offset(0.5F, 0.0F, 0.6F) ); return LayerDefinition.create(meshdefinition, 32, 32); } public void setupAnim(final AllayRenderState state) { super.setupAnim(state); float animationSpeed = state.walkAnimationSpeed; float animationPos = state.walkAnimationPos; float flapSpeed = state.ageInTicks * 20.0F * (float) (Math.PI / 180.0) + animationPos; float flapAmount = Mth.cos(flapSpeed) * (float) Math.PI * 0.15F + animationSpeed; float idleBobSpeed = state.ageInTicks * 9.0F * (float) (Math.PI / 180.0); float flyingFactor = Math.min(animationSpeed / 0.3F, 1.0F); float idleBobFactor = 1.0F - flyingFactor; float holdingItemFactor = state.holdingAnimationProgress; if (state.isDancing) { float danceSpeed = state.ageInTicks * 8.0F * (float) (Math.PI / 180.0) + animationSpeed; float danceFrequency = Mth.cos(danceSpeed) * 16.0F * (float) (Math.PI / 180.0); float spinningRotation = state.spinningProgress; float headTiltZ = Mth.cos(danceSpeed) * 14.0F * (float) (Math.PI / 180.0); float headTiltY = Mth.cos(danceSpeed) * 30.0F * (float) (Math.PI / 180.0); this.root.yRot = state.isSpinning ? (float) (Math.PI * 4) * spinningRotation : this.root.yRot; this.root.zRot = danceFrequency * (1.0F - spinningRotation); this.head.yRot = headTiltY * (1.0F - spinningRotation); this.head.zRot = headTiltZ * (1.0F - spinningRotation); } else { this.head.xRot = state.xRot * (float) (Math.PI / 180.0); this.head.yRot = state.yRot * (float) (Math.PI / 180.0); } this.right_wing.xRot = 0.43633232F * (1.0F - flyingFactor); this.right_wing.yRot = (float) (-Math.PI / 4) + flapAmount; this.left_wing.xRot = 0.43633232F * (1.0F - flyingFactor); this.left_wing.yRot = (float) (Math.PI / 4) - flapAmount; this.body.xRot = flyingFactor * (float) (Math.PI / 4); float armFlyingRotX = holdingItemFactor * Mth.lerp(flyingFactor, (float) (-Math.PI / 3), -1.134464F); this.root.y = this.root.y + (float)Math.cos(idleBobSpeed) * 0.25F * idleBobFactor; this.right_arm.xRot = armFlyingRotX; this.left_arm.xRot = armFlyingRotX; float armIdleBobFactor = idleBobFactor * (1.0F - holdingItemFactor); float armIdleBobAmount = 0.43633232F - Mth.cos(idleBobSpeed + (float) (Math.PI * 3.0 / 2.0)) * (float) Math.PI * 0.075F * armIdleBobFactor; this.left_arm.zRot = -armIdleBobAmount; this.right_arm.zRot = armIdleBobAmount; this.right_arm.yRot = 0.27925268F * holdingItemFactor; this.left_arm.yRot = -0.27925268F * holdingItemFactor; } public void translateToHand(final AllayRenderState state, final HumanoidArm arm, final PoseStack poseStack) { float yOffset = 1.0F; float zOffset = 3.0F; this.root.translateAndRotate(poseStack); this.body.translateAndRotate(poseStack); poseStack.translate(0.0F, 0.0625F, 0.1875F); poseStack.mulPose(Axis.XP.rotation(this.right_arm.xRot)); poseStack.scale(0.7F, 0.7F, 0.7F); poseStack.translate(0.0625F, 0.0F, 0.0F); } }