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https://github.com/nimsolated/Nims-Random-BS.git
synced 2026-04-02 10:20:42 -07:00
feature: add tux and label copy machine
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84
models/mojmap-1.20.x/Modelpeguin.java
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84
models/mojmap-1.20.x/Modelpeguin.java
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// Made with Blockbench 5.0.7
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// Exported for Minecraft version 1.17 or later with Mojang mappings
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// Paste this class into your mod and generate all required imports
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public class Modelpeguin<T extends Entity> extends EntityModel<T> {
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// This layer location should be baked with EntityRendererProvider.Context in
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// the entity renderer and passed into this model's constructor
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public static final ModelLayerLocation LAYER_LOCATION = new ModelLayerLocation(
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new ResourceLocation("modid", "peguin"), "main");
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private final ModelPart root;
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private final ModelPart Head;
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private final ModelPart BodySegment;
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private final ModelPart LeftLeg;
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private final ModelPart RightLeg;
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private final ModelPart Body;
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private final ModelPart RightArm;
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private final ModelPart LeftArm;
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public Modelpeguin(ModelPart root) {
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this.root = root.getChild("root");
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this.Head = this.root.getChild("Head");
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this.BodySegment = this.root.getChild("BodySegment");
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this.LeftLeg = this.BodySegment.getChild("LeftLeg");
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this.RightLeg = this.BodySegment.getChild("RightLeg");
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this.Body = this.BodySegment.getChild("Body");
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this.RightArm = this.BodySegment.getChild("RightArm");
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this.LeftArm = this.BodySegment.getChild("LeftArm");
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}
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public static LayerDefinition createBodyLayer() {
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MeshDefinition meshdefinition = new MeshDefinition();
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PartDefinition partdefinition = meshdefinition.getRoot();
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PartDefinition root = partdefinition.addOrReplaceChild("root", CubeListBuilder.create(),
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PartPose.offsetAndRotation(-0.3125F, 24.0F, -0.0938F, 0.0F, 1.5708F, 0.0F));
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PartDefinition Head = root.addOrReplaceChild("Head",
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CubeListBuilder.create().texOffs(42, 46)
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.addBox(0.5625F, -2.7188F, 1.0625F, 2.0F, 2.0F, 4.0F, new CubeDeformation(0.0F)).texOffs(0, 30)
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.addBox(-7.0F, -8.0F, -1.0F, 8.0F, 8.0F, 8.0F, new CubeDeformation(0.0F)),
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PartPose.offset(2.875F, -16.0625F, -2.8438F));
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PartDefinition BodySegment = root.addOrReplaceChild("BodySegment", CubeListBuilder.create(),
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PartPose.offset(-1.5625F, 0.0F, -2.0F));
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PartDefinition LeftLeg = BodySegment.addOrReplaceChild("LeftLeg", CubeListBuilder.create().texOffs(30, 46)
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.addBox(-1.8125F, -2.0F, -1.125F, 2.0F, 2.0F, 4.0F, new CubeDeformation(0.0F)),
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PartPose.offset(9.6875F, 0.0F, 5.2188F));
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PartDefinition RightLeg = BodySegment.addOrReplaceChild("RightLeg", CubeListBuilder.create().texOffs(18, 46)
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.addBox(-1.8125F, -2.0F, -1.3438F, 2.0F, 2.0F, 4.0F, new CubeDeformation(0.0F)),
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PartPose.offset(9.6875F, 0.0F, -2.5625F));
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PartDefinition Body = BodySegment.addOrReplaceChild("Body", CubeListBuilder.create().texOffs(0, 0)
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.addBox(-14.0F, -16.0F, 0.0F, 14.0F, 16.0F, 14.0F, new CubeDeformation(0.0F)),
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PartPose.offset(8.5938F, 0.0F, -4.7813F));
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PartDefinition RightArm = BodySegment.addOrReplaceChild("RightArm", CubeListBuilder.create().texOffs(32, 30)
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.addBox(-4.25F, 0.0F, -0.0625F, 8.0F, 15.0F, 1.0F, new CubeDeformation(0.0F)),
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PartPose.offset(1.6875F, -16.0313F, -5.6875F));
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PartDefinition LeftArm = BodySegment.addOrReplaceChild("LeftArm", CubeListBuilder.create().texOffs(0, 46)
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.addBox(-4.0F, -0.0313F, -1.0F, 8.0F, 15.0F, 1.0F, new CubeDeformation(0.0F)),
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PartPose.offset(1.4375F, -16.0F, 10.125F));
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return LayerDefinition.create(meshdefinition, 64, 64);
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}
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@Override
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public void renderToBuffer(PoseStack poseStack, VertexConsumer vertexConsumer, int packedLight, int packedOverlay,
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float red, float green, float blue, float alpha) {
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root.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha);
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}
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public void setupAnim(T entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw,
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float headPitch) {
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this.LeftLeg.xRot = Mth.cos(limbSwing * 1.0F) * -1.0F * limbSwingAmount;
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this.RightArm.xRot = Mth.cos(limbSwing * 0.6662F + (float) Math.PI) * limbSwingAmount;
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this.Head.yRot = netHeadYaw / (180F / (float) Math.PI);
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this.Head.xRot = headPitch / (180F / (float) Math.PI);
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this.RightLeg.xRot = Mth.cos(limbSwing * 1.0F) * 1.0F * limbSwingAmount;
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this.LeftArm.xRot = Mth.cos(limbSwing * 0.6662F) * limbSwingAmount;
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}
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}
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