package net.minecraft.client.model; 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.ArmorStandRenderState; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.api.distmarker.OnlyIn; @OnlyIn(Dist.CLIENT) public class ArmorStandArmorModel extends HumanoidModel { public ArmorStandArmorModel(ModelPart p_170346_) { super(p_170346_); } public static LayerDefinition createBodyLayer(CubeDeformation p_170348_) { MeshDefinition meshdefinition = HumanoidModel.createMesh(p_170348_, 0.0F); PartDefinition partdefinition = meshdefinition.getRoot(); PartDefinition partdefinition1 = partdefinition.addOrReplaceChild( "head", CubeListBuilder.create().texOffs(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, p_170348_), PartPose.offset(0.0F, 1.0F, 0.0F) ); partdefinition1.addOrReplaceChild( "hat", CubeListBuilder.create().texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, p_170348_.extend(0.5F)), PartPose.ZERO ); partdefinition.addOrReplaceChild( "right_leg", CubeListBuilder.create().texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, p_170348_.extend(-0.1F)), PartPose.offset(-1.9F, 11.0F, 0.0F) ); partdefinition.addOrReplaceChild( "left_leg", CubeListBuilder.create().texOffs(0, 16).mirror().addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, p_170348_.extend(-0.1F)), PartPose.offset(1.9F, 11.0F, 0.0F) ); return LayerDefinition.create(meshdefinition, 64, 32); } public void setupAnim(ArmorStandRenderState p_368790_) { super.setupAnim(p_368790_); this.head.xRot = (float) (Math.PI / 180.0) * p_368790_.headPose.x(); this.head.yRot = (float) (Math.PI / 180.0) * p_368790_.headPose.y(); this.head.zRot = (float) (Math.PI / 180.0) * p_368790_.headPose.z(); this.body.xRot = (float) (Math.PI / 180.0) * p_368790_.bodyPose.x(); this.body.yRot = (float) (Math.PI / 180.0) * p_368790_.bodyPose.y(); this.body.zRot = (float) (Math.PI / 180.0) * p_368790_.bodyPose.z(); this.leftArm.xRot = (float) (Math.PI / 180.0) * p_368790_.leftArmPose.x(); this.leftArm.yRot = (float) (Math.PI / 180.0) * p_368790_.leftArmPose.y(); this.leftArm.zRot = (float) (Math.PI / 180.0) * p_368790_.leftArmPose.z(); this.rightArm.xRot = (float) (Math.PI / 180.0) * p_368790_.rightArmPose.x(); this.rightArm.yRot = (float) (Math.PI / 180.0) * p_368790_.rightArmPose.y(); this.rightArm.zRot = (float) (Math.PI / 180.0) * p_368790_.rightArmPose.z(); this.leftLeg.xRot = (float) (Math.PI / 180.0) * p_368790_.leftLegPose.x(); this.leftLeg.yRot = (float) (Math.PI / 180.0) * p_368790_.leftLegPose.y(); this.leftLeg.zRot = (float) (Math.PI / 180.0) * p_368790_.leftLegPose.z(); this.rightLeg.xRot = (float) (Math.PI / 180.0) * p_368790_.rightLegPose.x(); this.rightLeg.yRot = (float) (Math.PI / 180.0) * p_368790_.rightLegPose.y(); this.rightLeg.zRot = (float) (Math.PI / 180.0) * p_368790_.rightLegPose.z(); } }