package net.minecraft.client.model.monster.zombie; import net.fabricmc.api.EnvType; import net.fabricmc.api.Environment; 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.state.ZombieRenderState; import net.minecraft.util.Mth; @Environment(EnvType.CLIENT) public class DrownedModel extends ZombieModel { public DrownedModel(final ModelPart root) { super(root); } public static LayerDefinition createBodyLayer(final CubeDeformation g) { MeshDefinition mesh = HumanoidModel.createMesh(g, 0.0F); PartDefinition root = mesh.getRoot(); root.addOrReplaceChild( "left_arm", CubeListBuilder.create().texOffs(32, 48).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, g), PartPose.offset(5.0F, 2.0F, 0.0F) ); root.addOrReplaceChild( "left_leg", CubeListBuilder.create().texOffs(16, 48).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, g), PartPose.offset(1.9F, 12.0F, 0.0F) ); return LayerDefinition.create(mesh, 64, 64); } @Override public void setupAnim(final ZombieRenderState state) { super.setupAnim(state); if (state.leftArmPose == HumanoidModel.ArmPose.THROW_TRIDENT) { this.leftArm.xRot = this.leftArm.xRot * 0.5F - (float) Math.PI; this.leftArm.yRot = 0.0F; } if (state.rightArmPose == HumanoidModel.ArmPose.THROW_TRIDENT) { this.rightArm.xRot = this.rightArm.xRot * 0.5F - (float) Math.PI; this.rightArm.yRot = 0.0F; } float swimAmount = state.swimAmount; if (swimAmount > 0.0F) { this.rightArm.xRot = Mth.rotLerpRad(swimAmount, this.rightArm.xRot, (float) (-Math.PI * 4.0 / 5.0)) + swimAmount * 0.35F * Mth.sin(0.1F * state.ageInTicks); this.leftArm.xRot = Mth.rotLerpRad(swimAmount, this.leftArm.xRot, (float) (-Math.PI * 4.0 / 5.0)) - swimAmount * 0.35F * Mth.sin(0.1F * state.ageInTicks); this.rightArm.zRot = Mth.rotLerpRad(swimAmount, this.rightArm.zRot, -0.15F); this.leftArm.zRot = Mth.rotLerpRad(swimAmount, this.leftArm.zRot, 0.15F); this.leftLeg.xRot = this.leftLeg.xRot - swimAmount * 0.55F * Mth.sin(0.1F * state.ageInTicks); this.rightLeg.xRot = this.rightLeg.xRot + swimAmount * 0.55F * Mth.sin(0.1F * state.ageInTicks); this.head.xRot = 0.0F; } } }