entity state poses from the vanilla dump: sleeping/sitting/crouching/swimming/gliding, fox/cat/panda/parrot/bat/camel/sniffer poses with pose transforms, per-sub-model poses (baby pivots), armor-stand part poses and body pitch via rotation bindings, fish in water, beds, shoulder parrots, pose test scenes
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@@ -39,9 +39,22 @@ public record EntityState(
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ItemSpec headItem, // non-armor item worn in the head slot (pumpkin, skull, block, …); null = none
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int collar, // ARGB dye of a tamed cat's/wolf's collar; 0 = no collar (untamed)
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boolean powered, // energy-swirl layer: charged creeper, wither below half health
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ItemSpec mouthItem // item carried in the mouth (fox/dolphin main hand); null = none
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ItemSpec mouthItem, // item carried in the mouth (fox/dolphin main hand); null = none
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String pose, // state pose flags, sorted and "+"-joined ("sitting", "lying+head_up", "sleeping", "in_water",
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// …; the dump's STATE_POSES names, unknown ones are ignored per type); null = none (idle)
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java.util.Map<String, float[]> partPoses, // continuous part poses by vanilla render-state field (armor stand
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// "headPose"/"bodyPose"/"leftArmPose"/…: x/y/z degrees); null = defaults
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String shoulderLeft, // parrot variant on a player's left shoulder (e.g. "red"); null = none
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String shoulderRight // parrot variant on the right shoulder; null = none
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) {
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/** Whether the state pose flags contain {@code flag}. */
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public boolean hasPose(String flag) {
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if (pose == null) return false;
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for (String f : pose.split("\\+")) if (f.equals(flag)) return true;
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return false;
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}
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/** Worn armor (4 slots) of a humanoid wearer; any field may be null. */
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public record Equipment(EquipPiece head, EquipPiece chest, EquipPiece legs, EquipPiece feet) {
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public boolean isEmpty() {
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@@ -111,23 +111,30 @@ public final class CemBaker implements EntityBaker<EntityState> {
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if (info == null) info = models.entityInfo(base);
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boolean halfBaby = s.baby() && (ch == null || !ch.babyModel); // no dedicated baby model -> 0.5x adult
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double extra = (halfBaby ? 0.5 : 1.0) * s.sizeScale();
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SelectedPose sel = vanilla ? selectPose(s, info, ch) : SelectedPose.NONE;
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Affine t0 = null;
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Affine pre;
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Affine place;
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if (vanilla) {
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// Vanilla placement: the renderer's own captured pose (incl. its scale / offsets), yaw and pitch
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// applied the way that renderer applies them. CEM px -> Java model units: F·T(0,-24,0)/16.
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// applied the way that renderer applies them — the pose's own when it changes them (sleeping in a
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// bed, swimming, fish in water, …). CEM px -> Java model units: F·T(0,-24,0)/16.
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CemModelLoader.PoseTransform pt = sel.transform();
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boolean captured = info != null && info.transform() != null;
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Affine t0 = captured ? Affine.fromColumnMajor(info.transform()) : DEFAULT_LIVING_TRANSFORM;
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double[] tr = pt != null && pt.transform() != null ? pt.transform() : captured ? info.transform() : null;
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t0 = tr != null ? Affine.fromColumnMajor(tr) : DEFAULT_LIVING_TRANSFORM;
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pre = t0.mul(Affine.scale(1 / 16.0)).mul(CemGeometry.CEM_TO_JAVA);
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int yawSign = captured ? info.yawSign() : -1;
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int yawSign = pt != null ? pt.yawSign() : captured ? info.yawSign() : -1;
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double[] pitchAxis = pt != null ? pt.pitchAxis() : info != null ? info.pitchAxis() : null;
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place = Affine.translation(s.x(), s.y(), s.z())
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.mul(Affine.scale(extra))
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.mul(Affine.rotY(yawSign * Math.toRadians(s.bodyYaw())));
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// Projectiles (verified against ArrowRenderer/ThrownTridentRenderer 26.3): T0 = rotY(-90)[·rotZ(90)],
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// pitchAxis = -X, so rotY(yaw)·rotAxis(-X, pitch)·T0 == vanilla rotY(yRot-90)·rotZ(xRot[+90]) with the
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// raw projectile rotation (yaw atan2(dx,dz), pitch positive up); origin = entity position, no offset.
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if (info != null && info.pitchAxis() != null && s.pitch() != 0) {
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double[] a = info.pitchAxis();
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// Mob poses: the pitch rotation follows the body yaw directly (swimming/gliding players, pouncing fox).
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if (pitchAxis != null && s.pitch() != 0) {
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double[] a = pitchAxis;
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place = place.mul(Affine.rotAxis(a[0], a[1], a[2], Math.toRadians(s.pitch())));
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}
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} else {
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@@ -136,7 +143,7 @@ public final class CemBaker implements EntityBaker<EntityState> {
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}
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// Body: baked even when invisible — not drawn, but it yields the part frames (and legacy ground snap).
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Pose pose = new Pose(pre, vanilla ? selectPose(s, info) : Map.of());
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Pose pose = new Pose(pre, vanilla ? withBindings(sel.parts(), s, info) : Map.of());
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Map<String, Affine> frames = new java.util.HashMap<>();
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List<CemGeometry.Baked> body =
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(model != null && tex != null) ? CemGeometry.bakePosed(model, tex, pre, pose.parts, frames) : List.of();
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@@ -152,6 +159,7 @@ public final class CemBaker implements EntityBaker<EntityState> {
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if (vanilla && s.equipment() != null && info != null && info.humanoidArmor()) {
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addArmorLayers(s, ch, pose, baked);
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}
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if (vanilla && !invisible) addShoulderParrots(s, ch, t0, baked);
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List<EntityCube> itemCubes = new ArrayList<>();
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if (vanilla && items != null) addItems(s, frames, isIllager(info), itemCubes);
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if (baked.isEmpty() && glow.isEmpty() && itemCubes.isEmpty()) return invisible ? null : fallbackBox(s, tex);
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@@ -184,16 +192,33 @@ public final class CemBaker implements EntityBaker<EntityState> {
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}
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}
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/** A chosen pose variant: its name, part overrides and (when it changes it) the renderer transform. */
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private record SelectedPose(
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String name, Map<String, CemModelLoader.PartPose> parts, CemModelLoader.PoseTransform transform) {
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static final SelectedPose NONE = new SelectedPose(null, Map.of(), null);
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}
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// Toggle flags that switch parts on/off or seat the entity; kept when held-item flags are dropped.
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private static final java.util.Set<String> PART_TOGGLES = java.util.Set.of("passenger", "arms", "chest");
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/**
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* Picks the vanilla pose variant for the entity's state flags — the render-state fields vanilla's
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* {@code setupAnim} reads, dumped per type: sitting ({@code passenger}), holding items ({@code item_r}/
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* {@code item_l}), illagers' crossbow hold ({@code arms_*}), armor-stand arms ({@code arms}), chests
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* ({@code chest}). Falls back to fewer flags when the exact combination has no own variant (identical to
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* a simpler pose): first without the held-item flags (e.g. zombies' arms ignore held items), then with
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* the part-toggling flags only.
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* {@code setupAnim} / renderer read, dumped per type and per body model (baby/small models have their own
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* pivots): sitting as a passenger ({@code passenger}), holding items ({@code item_r}/{@code item_l}),
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* illagers' crossbow hold ({@code arms_*}), armor-stand arms ({@code arms}), chests ({@code chest}) and the
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* state poses of {@link EntityState#pose()} (sleeping, sitting, crouching, lying, swimming, in_water, …;
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* flags the type's dump doesn't know are ignored). Falls back to fewer flags when the exact combination has
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* no own variant (identical to a simpler pose): state-pose subsets from all to none, each first with all
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* other flags, then without the held-item flags (e.g. zombies' arms ignore held items), then with the
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* part-toggling flags only.
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*/
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private static Map<String, CemModelLoader.PartPose> selectPose(EntityState s, CemModelLoader.EntityInfo info) {
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if (info == null || info.poses().isEmpty()) return Map.of();
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private SelectedPose selectPose(EntityState s, CemModelLoader.EntityInfo info, Choice ch) {
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if (info == null) return SelectedPose.NONE;
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String sub = ch == null || ch.name.equals(ch.base) || !ch.name.startsWith(ch.base + "/")
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? null
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: ch.name.substring(ch.base.length() + 1);
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CemModelLoader.PoseSet set = info.poseSet(sub);
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if (set.poses().isEmpty()) return SelectedPose.NONE;
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List<String> flags = new ArrayList<>();
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if (isIllager(info)) {
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if (isCrossbow(s.rightHand()) || isCrossbow(s.leftHand())) flags.add("arms_crossbow_hold");
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@@ -204,19 +229,99 @@ public final class CemBaker implements EntityBaker<EntityState> {
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if (s.passenger()) flags.add("passenger");
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if (s.arms()) flags.add("arms");
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if (s.chest()) flags.add("chest");
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List<String> states = new ArrayList<>();
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if (s.pose() != null) {
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java.util.Set<String> known = knownPoseFlags(set);
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for (String f : s.pose().split("\\+")) if (known.contains(f) && !states.contains(f)) states.add(f);
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}
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List<List<String>> tries = new ArrayList<>();
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tries.add(flags);
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tries.add(flags.stream().filter(f -> !f.startsWith("item_")).toList());
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tries.add(flags.stream()
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.filter(f -> f.equals("passenger") || f.equals("arms") || f.equals("chest"))
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.toList());
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for (List<String> st : subsetsBySize(states)) {
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List<String> all = new ArrayList<>(st);
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all.addAll(flags);
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tries.add(all);
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List<String> noItems = new ArrayList<>(st);
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flags.stream().filter(f -> !f.startsWith("item_")).forEach(noItems::add);
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tries.add(noItems);
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List<String> toggles = new ArrayList<>(st);
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flags.stream().filter(PART_TOGGLES::contains).forEach(toggles::add);
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tries.add(toggles);
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}
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for (List<String> t : tries) {
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if (t.isEmpty()) continue;
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Map<String, CemModelLoader.PartPose> p =
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info.poses().get(String.join("+", t.stream().sorted().toList()));
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if (p != null) return p;
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String name = String.join("+", t.stream().sorted().toList());
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Map<String, CemModelLoader.PartPose> p = set.poses().get(name);
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if (p != null) return new SelectedPose(name, p, set.transforms().get(name));
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}
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return Map.of();
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return SelectedPose.NONE;
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}
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/** Every flag that occurs in a pose name of the set (cached per loaded pose map). */
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private final Map<Map<String, Map<String, CemModelLoader.PartPose>>, java.util.Set<String>> knownFlags =
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java.util.Collections.synchronizedMap(new java.util.IdentityHashMap<>());
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private java.util.Set<String> knownPoseFlags(CemModelLoader.PoseSet set) {
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return knownFlags.computeIfAbsent(set.poses(), poses -> {
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java.util.Set<String> out = new java.util.HashSet<>();
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for (String n : poses.keySet()) out.addAll(List.of(n.split("\\+")));
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return out;
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});
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}
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/** All subsets of {@code l}, largest first (input order within a size); the empty set last. */
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private static List<List<String>> subsetsBySize(List<String> l) {
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List<List<String>> out = new ArrayList<>();
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int n = Math.min(l.size(), 6);
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for (int size = n; size >= 0; size--) {
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for (int mask = 0; mask < (1 << n); mask++) {
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if (Integer.bitCount(mask) != size) continue;
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List<String> sub = new ArrayList<>();
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for (int i = 0; i < n; i++) if ((mask & (1 << i)) != 0) sub.add(l.get(i));
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out.add(sub);
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}
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}
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return out;
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}
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/**
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* The pose overrides plus the dump's rotation bindings: armor-stand part poses ({@code headPose}, …, from
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* {@link EntityState#partPoses()}) and body pitch ({@code xRot} = {@link EntityState#pitch()}: dolphins,
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* striders, nautili), each added as {@code coeff · (value − default)} to the bound parts' rotation.
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*/
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private static Map<String, CemModelLoader.PartPose> withBindings(
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Map<String, CemModelLoader.PartPose> parts, EntityState s, CemModelLoader.EntityInfo info) {
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if (info == null || info.rotationBindings().isEmpty()) return parts;
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Map<String, CemModelLoader.PartPose> out = null;
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for (Map.Entry<String, CemModelLoader.RotationBinding> b :
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info.rotationBindings().entrySet()) {
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double[] value;
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if (b.getKey().equals("xRot")) {
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value = new double[] {s.pitch()};
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} else {
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float[] v = s.partPoses() == null ? null : s.partPoses().get(b.getKey());
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if (v == null) continue;
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value = new double[] {v[0], v[1], v[2]};
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}
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double[] def = b.getValue().def();
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double[] delta = new double[3];
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boolean any = false;
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for (int j = 0; j < value.length && j < 3; j++) {
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delta[j] = value[j] - (def != null && j < def.length ? def[j] : 0);
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any |= Math.abs(delta[j]) > 1e-6;
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}
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if (!any) continue;
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if (out == null) out = new java.util.HashMap<>(parts);
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for (Map.Entry<String, double[]> pc : b.getValue().parts().entrySet()) {
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double[] c = pc.getValue();
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double[] add = new double[3];
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for (int i = 0; i < 3; i++)
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add[i] = c[i * 3] * delta[0] + c[i * 3 + 1] * delta[1] + c[i * 3 + 2] * delta[2];
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CemModelLoader.PartPose cur = out.get(pc.getKey());
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out.put(
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pc.getKey(),
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cur != null ? cur.plusRotation(add) : new CemModelLoader.PartPose(null, null, null, null, add));
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}
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}
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return out == null ? parts : out;
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}
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private static boolean isCrossbow(ItemSpec i) {
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@@ -274,25 +379,68 @@ public final class CemBaker implements EntityBaker<EntityState> {
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/**
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* Item carried in the mouth, rendered in the "ground" context like vanilla (HoldingEntityRenderState).
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* Fox (FoxHeldItemLayer, awake): head pivot · [baby: S(0.75)] · head rotation · T(0.06, 0.27 [baby 0.26],
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* -0.5) · rotX(90) — the head frame carries exactly that pivot + rotation. Dolphin (DolphinCarryingItemLayer)
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* at the model root · T(0, 1, -1) (its xRot-dependent shift is 0: PixelPics dolphins aren't pitched).
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* Fox (FoxHeldItemLayer): head PIVOT (the layer turns by the head-look angles, not the posed head part:
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* PixelPics has no head look) · [baby: S(0.75)] · T(0.06, 0.27 [baby 0.26], -0.5) · rotX(90); asleep
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* T(0.46, 0.26, 0.22) [baby (0.4, 0.26, 0.15)] · rotX(90) · rotZ(90). Dolphin (DolphinCarryingItemLayer) at
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* the model root · T(0, 1 − a·0.5, −1 + a·0.5) looking up / T(0, 1 + a·0.8, −1 + a·0.2) looking down,
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* a = |pitch| / 60.
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*/
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private void addMouthItem(EntityState s, Map<String, Affine> frames, List<EntityCube> out) {
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ItemSpec item = s.mouthItem();
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if (item == null) return;
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boolean baby = s.baby();
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Affine x = null;
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if (s.typeKey().equals("fox") && frames.containsKey("head")) {
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x = frames.get("head").mul(CemGeometry.JAVA_LOCAL);
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String headPivot = CemGeometry.PIVOT + "head";
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if (s.typeKey().equals("fox") && frames.containsKey(headPivot)) {
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boolean asleep = s.hasPose("sleeping");
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x = frames.get(headPivot).mul(CemGeometry.JAVA_LOCAL);
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if (baby) x = x.mul(Affine.scale(0.75));
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x = x.mul(Affine.translation(0.06, baby ? 0.26 : 0.27, -0.5)).mul(Affine.rotX(Math.PI / 2));
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if (asleep) {
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x = x.mul(baby ? Affine.translation(0.4, 0.26, 0.15) : Affine.translation(0.46, 0.26, 0.22))
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.mul(Affine.rotX(Math.PI / 2))
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.mul(Affine.rotZ(Math.PI / 2));
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} else {
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x = x.mul(Affine.translation(0.06, baby ? 0.26 : 0.27, -0.5)).mul(Affine.rotX(Math.PI / 2));
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}
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} else if (s.typeKey().equals("dolphin") && frames.containsKey("root")) {
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x = frames.get("root").mul(CemGeometry.JAVA_LOCAL).mul(Affine.translation(0, 1, -1));
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double a = Math.abs(s.pitch()) / 60.0;
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Affine off = s.pitch() < 0
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? Affine.translation(0, 1 - a * 0.5, -1 + a * 0.5)
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: Affine.translation(0, 1 + a * 0.8, -1 + a * 0.2);
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x = frames.get("root").mul(CemGeometry.JAVA_LOCAL).mul(off);
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}
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if (x != null) items.bake(item, "ground", false, x, out);
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}
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/**
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* Parrots on a player's shoulders (vanilla ParrotOnShoulderLayer): the parrot model in its ON_SHOULDER pose,
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* in the player's model space at T(±0.4, -1.5 [crouching -1.3], 0), textured by its variant.
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*/
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private void addShoulderParrots(EntityState s, Choice ch, Affine t0, List<CemGeometry.Baked> baked) {
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if (t0 == null || (s.shoulderLeft() == null && s.shoulderRight() == null)) return;
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if (ch == null || !ch.base.startsWith("player")) return;
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CemModelLoader.CemModel pm = models.vanilla("parrot");
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CemModelLoader.EntityInfo pi = models.entityInfo("parrot");
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if (pm == null || pi == null) return;
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Map<String, CemModelLoader.PartPose> parts = pi.poses().getOrDefault("on_shoulder", Map.of());
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double y = s.hasPose("crouching") ? -1.3 : -1.5;
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for (int side = 0; side < 2; side++) {
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String variant = side == 0 ? s.shoulderLeft() : s.shoulderRight();
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if (variant == null) continue;
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int[][] tex = null;
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for (ResourceLocation rl : EntityModels.textureCandidates("parrot", variant)) {
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tex = texture(rl.path());
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if (tex != null) break;
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}
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if (tex == null && pi.texture() != null) tex = texture(pi.texture());
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if (tex == null) continue;
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Affine pre = t0.mul(Affine.translation(side == 0 ? 0.4 : -0.4, y, 0))
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.mul(Affine.scale(1 / 16.0))
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.mul(CemGeometry.CEM_TO_JAVA);
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baked.addAll(CemGeometry.bakePosed(pm, tex, pre, parts, null));
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}
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}
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private static boolean isIllager(CemModelLoader.EntityInfo info) {
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return info != null && info.poses().keySet().stream().anyMatch(k -> k.startsWith("arms_"));
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}
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@@ -81,6 +81,9 @@ final class CemGeometry {
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/** Key prefix in the frames map marking parts that were actually drawn (visible). */
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static final String DRAWN = "drawn:";
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/** Key prefix in the frames map for a part's pivot frame {@code parent·T(P)} (without its own rotation). */
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static final String PIVOT = "pivot:";
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private record Ctx(
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Set<String> hidden,
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int texW,
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@@ -107,31 +110,35 @@ final class CemGeometry {
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private static void bakeAbsolute(CemModelLoader.CemPart part, Affine parentWorld, Ctx ctx, boolean draw) {
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if (ctx.hidden.contains(part.name())) return;
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CemModelLoader.PartPose ov = ctx.overrides.get(part.name());
|
||||
boolean invisible = ov != null ? !ov.visible() : part.invisible();
|
||||
boolean invisible = ov != null && ov.visible() != null ? !ov.visible() : part.invisible();
|
||||
if (invisible) {
|
||||
if (ctx.frames == null) return;
|
||||
draw = false;
|
||||
}
|
||||
if (ov != null && ov.pivot() == null) ov = null; // visibility-only override: applied above
|
||||
double[] o = ov != null ? ov.pivot() : part.pivot();
|
||||
double[] rot = ov != null ? ov.rotate() : part.rotate();
|
||||
Affine world = parentWorld
|
||||
.mul(Affine.translation(o[0], o[1], o[2]))
|
||||
double[] scale = ov != null && ov.scale() != null ? ov.scale() : part.scale();
|
||||
double[] add = ov == null ? null : ov.rotateAdd();
|
||||
boolean moved = ov != null && ov.pivot() != null; // else visibility/scale/extra-rotation only
|
||||
double[] o = moved ? ov.pivot() : part.pivot();
|
||||
double[] rot = moved ? ov.rotate() : part.rotate();
|
||||
if (add != null) rot = new double[] {rot[0] + add[0], rot[1] + add[1], rot[2] + add[2]};
|
||||
Affine pivotFrame = parentWorld.mul(Affine.translation(o[0], o[1], o[2]));
|
||||
Affine world = pivotFrame
|
||||
.mul(Affine.rotZ(Math.toRadians(rot[2])))
|
||||
.mul(Affine.rotY(Math.toRadians(rot[1])))
|
||||
.mul(Affine.rotX(Math.toRadians(rot[0])));
|
||||
if (part.scale() != null) {
|
||||
if (scale != null) {
|
||||
// A collapsed (zero) scale is vanilla's way to hide a part; it would also be non-invertible.
|
||||
for (double v : part.scale()) if (Math.abs(v) < 1e-6) return;
|
||||
world = world.mul(Affine.scale(part.scale()[0], part.scale()[1], part.scale()[2]));
|
||||
for (double v : scale) if (Math.abs(v) < 1e-6) return;
|
||||
world = world.mul(Affine.scale(scale[0], scale[1], scale[2]));
|
||||
}
|
||||
if (ctx.frames != null) {
|
||||
ctx.frames.putIfAbsent(part.name(), world);
|
||||
ctx.frames.putIfAbsent(PIVOT + part.name(), pivotFrame);
|
||||
if (draw) ctx.frames.putIfAbsent(DRAWN + part.name(), world);
|
||||
}
|
||||
world = world.mul(Affine.translation(-o[0], -o[1], -o[2]));
|
||||
Affine boxWorld = world;
|
||||
if (ov != null) {
|
||||
if (moved) {
|
||||
// Boxes are stored relative to the idle pivot: move them along with the overridden pivot
|
||||
// (children carry their own absolute pivots, so they use the un-shifted transform).
|
||||
double[] p0 = part.pivot();
|
||||
|
||||
@@ -66,19 +66,54 @@ public final class CemModelLoader {
|
||||
double[] pitchAxis, // world-frame axis the pitch rotates about; null = pitch ignored
|
||||
Map<String, Map<String, PartPose>> poses, // pose ("passenger+item_r", "arms", "chest", …) -> overrides
|
||||
Map<String, Boolean> layers, // render layer class -> drawn for the default (idle, unequipped) state
|
||||
boolean humanoidArmor) { // the renderer has a HumanoidArmorLayer (wears humanoid armor)
|
||||
boolean humanoidArmor, // the renderer has a HumanoidArmorLayer (wears humanoid armor)
|
||||
Map<String, PoseTransform> poseTransforms, // pose -> renderer transform when it differs (sleeping, …)
|
||||
Map<String, PoseSet> modelPoses, // body sub-model ("baby", "smallModel", …) -> its own poses
|
||||
Map<String, RotationBinding> rotationBindings) { // state field ("headPose", "xRot", …) -> part rotations
|
||||
|
||||
/** Whether the vanilla renderer draws this layer for an entity in its default state. */
|
||||
public boolean layerDrawnByDefault(String layerClass) {
|
||||
return layers.getOrDefault(layerClass, false);
|
||||
}
|
||||
|
||||
/** The poses of a body model: its own set when the dump has one, else the main model's. */
|
||||
public PoseSet poseSet(String subModel) {
|
||||
PoseSet own = subModel == null ? null : modelPoses.get(subModel);
|
||||
return own != null ? own : new PoseSet(poses, poseTransforms);
|
||||
}
|
||||
}
|
||||
|
||||
/** Pose overrides + renderer transforms of one body model (see {@link EntityInfo#poseSet}). */
|
||||
public record PoseSet(Map<String, Map<String, PartPose>> poses, Map<String, PoseTransform> transforms) {}
|
||||
|
||||
/**
|
||||
* The renderer transform of a pose (like {@link EntityInfo#transform}/{@code yawSign}/{@code pitchAxis}):
|
||||
* e.g. sleeping turns the body by the bed direction (yawSign +1), swimming pitches it.
|
||||
*/
|
||||
public record PoseTransform(double[] transform, int yawSign, double[] pitchAxis) {}
|
||||
|
||||
/**
|
||||
* A continuous state input bound linearly to part rotations: {@code part rotate += coeff · (value − def)},
|
||||
* {@code coeff} row-major 3×3 (row = CEM rotate axis, column = input component). Armor-stand part poses,
|
||||
* body pitch.
|
||||
*/
|
||||
public record RotationBinding(double[] def, Map<String, double[]> parts) {}
|
||||
|
||||
/**
|
||||
* A posed part override: absolute CEM pivot and CEM rotation (deg) — both null for a pure visibility
|
||||
* toggle (the part keeps the pivot of whichever model it is in) — and visibility.
|
||||
* toggle (the part keeps the pivot of whichever model it is in) — visibility (null = the part's own), scale
|
||||
* (null = the part's own) and an extra rotation (deg, added to whichever rotation applies; null = none).
|
||||
*/
|
||||
public record PartPose(double[] pivot, double[] rotate, boolean visible) {}
|
||||
public record PartPose(double[] pivot, double[] rotate, Boolean visible, double[] scale, double[] rotateAdd) {
|
||||
|
||||
/** This override plus an extra rotation (rotation bindings). */
|
||||
public PartPose plusRotation(double[] add) {
|
||||
double[] r = rotateAdd == null
|
||||
? add
|
||||
: new double[] {rotateAdd[0] + add[0], rotateAdd[1] + add[1], rotateAdd[2] + add[2]};
|
||||
return new PartPose(pivot, rotate, visible, scale, r);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Client assets of a data-driven mob variant ({@code data/<ns>/<type>_variant/<key>.json}): the texture
|
||||
@@ -190,9 +225,12 @@ public final class CemModelLoader {
|
||||
doubles(o, "transform"),
|
||||
o.has("yawSign") ? o.get("yawSign").getAsInt() : -1,
|
||||
doubles(o, "pitchAxis"),
|
||||
poses(o),
|
||||
poses(o.getAsJsonObject("poses")),
|
||||
layers(o),
|
||||
o.has("humanoidArmor") && o.get("humanoidArmor").getAsBoolean()));
|
||||
o.has("humanoidArmor") && o.get("humanoidArmor").getAsBoolean(),
|
||||
poseTransforms(o.getAsJsonObject("poseTransforms")),
|
||||
modelPoses(o.getAsJsonObject("modelPoses")),
|
||||
rotationBindings(o.getAsJsonObject("rotationBindings"))));
|
||||
}
|
||||
if (root.has("variants")) {
|
||||
for (Map.Entry<String, JsonElement> t :
|
||||
@@ -315,10 +353,10 @@ public final class CemModelLoader {
|
||||
return o.has("mirrorTexture") && o.get("mirrorTexture").getAsString().contains("u");
|
||||
}
|
||||
|
||||
private static Map<String, Map<String, PartPose>> poses(JsonObject o) {
|
||||
private static Map<String, Map<String, PartPose>> poses(JsonObject poses) {
|
||||
Map<String, Map<String, PartPose>> out = new HashMap<>();
|
||||
if (!o.has("poses")) return out;
|
||||
for (Map.Entry<String, JsonElement> v : o.getAsJsonObject("poses").entrySet()) {
|
||||
if (poses == null) return out;
|
||||
for (Map.Entry<String, JsonElement> v : poses.entrySet()) {
|
||||
Map<String, PartPose> parts = new HashMap<>();
|
||||
for (Map.Entry<String, JsonElement> pe :
|
||||
v.getValue().getAsJsonObject().entrySet()) {
|
||||
@@ -328,13 +366,60 @@ public final class CemModelLoader {
|
||||
new PartPose(
|
||||
po.has("pivot") ? arr3(po, "pivot") : null,
|
||||
po.has("rotate") ? arr3(po, "rotate") : null,
|
||||
!po.has("visible") || po.get("visible").getAsBoolean()));
|
||||
!po.has("visible") || po.get("visible").getAsBoolean(),
|
||||
po.has("scale") ? arr3(po, "scale") : null,
|
||||
null));
|
||||
}
|
||||
out.put(v.getKey(), parts);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
private static Map<String, PoseTransform> poseTransforms(JsonObject o) {
|
||||
Map<String, PoseTransform> out = new HashMap<>();
|
||||
if (o == null) return out;
|
||||
for (Map.Entry<String, JsonElement> e : o.entrySet()) {
|
||||
JsonObject t = e.getValue().getAsJsonObject();
|
||||
out.put(
|
||||
e.getKey(),
|
||||
new PoseTransform(
|
||||
doubles(t, "transform"),
|
||||
t.has("yawSign") ? t.get("yawSign").getAsInt() : -1,
|
||||
doubles(t, "pitchAxis")));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
private static Map<String, PoseSet> modelPoses(JsonObject o) {
|
||||
Map<String, PoseSet> out = new HashMap<>();
|
||||
if (o == null) return out;
|
||||
for (Map.Entry<String, JsonElement> e : o.entrySet()) {
|
||||
JsonObject m = e.getValue().getAsJsonObject();
|
||||
out.put(
|
||||
e.getKey(),
|
||||
new PoseSet(
|
||||
poses(m.getAsJsonObject("poses")), poseTransforms(m.getAsJsonObject("poseTransforms"))));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
private static Map<String, RotationBinding> rotationBindings(JsonObject o) {
|
||||
Map<String, RotationBinding> out = new HashMap<>();
|
||||
if (o == null) return out;
|
||||
for (Map.Entry<String, JsonElement> e : o.entrySet()) {
|
||||
JsonObject b = e.getValue().getAsJsonObject();
|
||||
Map<String, double[]> parts = new HashMap<>();
|
||||
for (Map.Entry<String, JsonElement> p : b.getAsJsonObject("parts").entrySet()) {
|
||||
JsonArray a = p.getValue().getAsJsonArray();
|
||||
double[] c = new double[9];
|
||||
for (int i = 0; i < 9 && i < a.size(); i++) c[i] = a.get(i).getAsDouble();
|
||||
parts.put(p.getKey(), c);
|
||||
}
|
||||
out.put(e.getKey(), new RotationBinding(doubles(b, "default"), parts));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
private static Map<String, Boolean> layers(JsonObject o) {
|
||||
Map<String, Boolean> out = new HashMap<>();
|
||||
if (o.has("layers")) {
|
||||
|
||||
+156
-3
@@ -26,6 +26,7 @@ import org.bukkit.entity.AbstractHorse;
|
||||
import org.bukkit.entity.Ageable;
|
||||
import org.bukkit.entity.ArmorStand;
|
||||
import org.bukkit.entity.Axolotl;
|
||||
import org.bukkit.entity.Bat;
|
||||
import org.bukkit.entity.Cat;
|
||||
import org.bukkit.entity.ChestedHorse;
|
||||
import org.bukkit.entity.Creeper;
|
||||
@@ -44,7 +45,9 @@ import org.bukkit.entity.PufferFish;
|
||||
import org.bukkit.entity.Rabbit;
|
||||
import org.bukkit.entity.Sheep;
|
||||
import org.bukkit.entity.Shulker;
|
||||
import org.bukkit.entity.Sittable;
|
||||
import org.bukkit.entity.Slime;
|
||||
import org.bukkit.entity.Sniffer;
|
||||
import org.bukkit.entity.Snowman;
|
||||
import org.bukkit.entity.TraderLlama;
|
||||
import org.bukkit.entity.Trident;
|
||||
@@ -275,11 +278,35 @@ public final class EntitySnapshotBuilder {
|
||||
// (vanilla dump), so the wearer list follows the game version.
|
||||
EntityState.Equipment equipment = e instanceof LivingEntity wearer ? captureEquipment(wearer) : null;
|
||||
|
||||
String pose = poseFlags(e);
|
||||
double x = loc.getX(), z = loc.getZ();
|
||||
if (pose != null && pose.contains("sleeping") && e instanceof LivingEntity sleeper && !(e instanceof Fox)) {
|
||||
// LivingEntityRenderer: a sleeper in a bed lies along the bed (yaw from the bed direction instead of
|
||||
// the body yaw) and is shifted by its standing eye height - 0.1 towards the foot end.
|
||||
org.bukkit.block.BlockFace bed = bedFacing(e);
|
||||
if (bed != null) {
|
||||
bodyYaw = switch (bed) {
|
||||
case SOUTH -> 90;
|
||||
case NORTH -> 270;
|
||||
case EAST -> 180;
|
||||
default -> 0;};
|
||||
double off = standingEyeHeight(sleeper) - 0.1;
|
||||
x -= bed.getModX() * off;
|
||||
z -= bed.getModZ() * off;
|
||||
}
|
||||
}
|
||||
java.util.Map<String, float[]> partPoses = e instanceof ArmorStand as ? armorStandPoses(as) : null;
|
||||
String shoulderLeft = null, shoulderRight = null;
|
||||
if (e instanceof HumanEntity he) {
|
||||
shoulderLeft = shoulderParrot(he, true);
|
||||
shoulderRight = shoulderParrot(he, false);
|
||||
}
|
||||
|
||||
return new EntityState(
|
||||
type,
|
||||
loc.getX(),
|
||||
x,
|
||||
loc.getY(),
|
||||
loc.getZ(),
|
||||
z,
|
||||
bodyYaw,
|
||||
baby,
|
||||
width,
|
||||
@@ -308,7 +335,133 @@ public final class EntitySnapshotBuilder {
|
||||
headItem,
|
||||
collar,
|
||||
powered,
|
||||
mouthItem);
|
||||
mouthItem,
|
||||
pose,
|
||||
partPoses,
|
||||
shoulderLeft,
|
||||
shoulderRight);
|
||||
}
|
||||
|
||||
/**
|
||||
* The entity's state-pose flags (names of the vanilla dump's STATE_POSES, sorted, "+"-joined; null = idle):
|
||||
* the generic {@link Entity#getPose()} (sleeping, crouching, swimming/crawling, fall_flying, sitting,
|
||||
* digging) plus the per-mob flags vanilla's renderers read from the entity (sitting pets/pandas/camels,
|
||||
* fox sleeping/crouching/leaping/faceplanted, cat lying/head up/on a sleeping player, panda on its back,
|
||||
* resting bat, standing/dancing parrot) and {@code in_water}. The baker ignores flags a type doesn't know.
|
||||
*/
|
||||
private static String poseFlags(Entity e) {
|
||||
java.util.TreeSet<String> f = new java.util.TreeSet<>();
|
||||
try {
|
||||
switch (e.getPose()) {
|
||||
case SLEEPING -> f.add("sleeping");
|
||||
case SNEAKING -> f.add("crouching");
|
||||
case SWIMMING -> f.add(e.isInWater() ? "swimming" : "crawling");
|
||||
case FALL_FLYING -> f.add("fall_flying");
|
||||
case SITTING -> f.add("sitting");
|
||||
case DIGGING -> f.add("digging");
|
||||
default -> {}
|
||||
}
|
||||
if (e instanceof LivingEntity le && le.isGliding()) f.add("fall_flying");
|
||||
if (e.isInWater()) f.add("in_water");
|
||||
if (e instanceof Sittable st && st.isSitting()) f.add("sitting");
|
||||
if (e instanceof Fox fox) {
|
||||
if (fox.isSleeping()) f.add("sleeping");
|
||||
if (fox.isCrouching()) f.add("crouching");
|
||||
if (fox.isLeaping()) f.add("pouncing");
|
||||
if (fox.isFaceplanted()) f.add("faceplanted");
|
||||
} else if (e instanceof Cat cat) {
|
||||
if (cat.isLyingDown()) {
|
||||
f.add("lying");
|
||||
if (sleepingPlayerNear(cat)) f.add("on_player");
|
||||
}
|
||||
if (cat.isHeadUp()) f.add("head_up");
|
||||
} else if (e instanceof Panda pa) {
|
||||
if (pa.isOnBack()) f.add("on_back");
|
||||
} else if (e instanceof Bat bat) {
|
||||
if (!bat.isAwake()) f.add("resting");
|
||||
} else if (e instanceof Parrot pa) {
|
||||
// ParrotModel.getPose: party > sitting > flying (= not on the ground) > standing.
|
||||
if (pa.isDancing()) f.add("party");
|
||||
else if (!pa.isSitting() && pa.isOnGround()) f.add("standing");
|
||||
} else if (e instanceof Sniffer sn && sn.getState() == Sniffer.State.DIGGING) {
|
||||
f.add("digging");
|
||||
}
|
||||
} catch (Throwable ignored) {
|
||||
// API missing on this server version: render the flags found so far
|
||||
}
|
||||
return f.isEmpty() ? null : String.join("+", f);
|
||||
}
|
||||
|
||||
/** Cat.isLyingOnTopOfSleepingPlayer: a sleeping player within the cat's block box inflated by 2. */
|
||||
private static boolean sleepingPlayerNear(Entity cat) {
|
||||
Location l = cat.getLocation();
|
||||
org.bukkit.util.BoundingBox box = new org.bukkit.util.BoundingBox(
|
||||
l.getBlockX() - 2,
|
||||
l.getBlockY() - 2,
|
||||
l.getBlockZ() - 2,
|
||||
l.getBlockX() + 3,
|
||||
l.getBlockY() + 3,
|
||||
l.getBlockZ() + 3);
|
||||
for (Entity p : cat.getWorld().getNearbyEntities(box, en -> en instanceof Player)) {
|
||||
if (((Player) p).isSleeping()) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Eye height in the STANDING pose (vanilla state.eyeHeight of a sleeper): {@code getEyeHeight(true)} returns the
|
||||
* sleeping pose's 0.2 on Paper 26.x, so ask the server entity ({@code getEyeHeight(Pose.STANDING)}).
|
||||
*/
|
||||
private static double standingEyeHeight(LivingEntity le) {
|
||||
try {
|
||||
Object handle = le.getClass().getMethod("getHandle").invoke(le);
|
||||
for (java.lang.reflect.Method m : handle.getClass().getMethods()) {
|
||||
if (!m.getName().equals("getEyeHeight") || m.getParameterCount() != 1) continue;
|
||||
Class<?> pose = m.getParameterTypes()[0];
|
||||
if (!pose.isEnum()) continue;
|
||||
for (Object c : pose.getEnumConstants()) {
|
||||
if (((Enum<?>) c).name().equals("STANDING")) return ((Number) m.invoke(handle, c)).doubleValue();
|
||||
}
|
||||
}
|
||||
} catch (ReflectiveOperationException | RuntimeException ignored) {
|
||||
// fall through
|
||||
}
|
||||
return le.getEyeHeight(true);
|
||||
}
|
||||
|
||||
/** Facing of the bed the entity sleeps in (LivingEntity.getBedOrientation = the bed block's FACING), or null. */
|
||||
private static org.bukkit.block.BlockFace bedFacing(Entity e) {
|
||||
org.bukkit.block.data.BlockData bd = e.getLocation().getBlock().getBlockData();
|
||||
return bd instanceof org.bukkit.block.data.type.Bed bed ? bed.getFacing() : null;
|
||||
}
|
||||
|
||||
/** Armor-stand part poses in degrees, keyed by the vanilla render-state field (dump rotation bindings). */
|
||||
private static java.util.Map<String, float[]> armorStandPoses(ArmorStand as) {
|
||||
java.util.Map<String, float[]> out = new java.util.HashMap<>();
|
||||
out.put("headPose", deg(as.getHeadPose()));
|
||||
out.put("bodyPose", deg(as.getBodyPose()));
|
||||
out.put("leftArmPose", deg(as.getLeftArmPose()));
|
||||
out.put("rightArmPose", deg(as.getRightArmPose()));
|
||||
out.put("leftLegPose", deg(as.getLeftLegPose()));
|
||||
out.put("rightLegPose", deg(as.getRightLegPose()));
|
||||
return out;
|
||||
}
|
||||
|
||||
private static float[] deg(org.bukkit.util.EulerAngle a) {
|
||||
return new float[] {
|
||||
(float) Math.toDegrees(a.getX()), (float) Math.toDegrees(a.getY()), (float) Math.toDegrees(a.getZ())
|
||||
};
|
||||
}
|
||||
|
||||
/** Variant key of a parrot sitting on the player's left/right shoulder, or null. */
|
||||
@SuppressWarnings("deprecation")
|
||||
private static String shoulderParrot(HumanEntity he, boolean left) {
|
||||
try {
|
||||
Entity p = left ? he.getShoulderEntityLeft() : he.getShoulderEntityRight();
|
||||
return p instanceof Parrot parrot ? keyOf(parrot.getVariant()) : null;
|
||||
} catch (Throwable t) {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/** Worn armor (4 slots) from a humanoid wearer; null when nothing is equipped. */
|
||||
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Reference in new issue
Block a user