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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MineTec committed 2026-11-04 17:51:01 +01:00
1 parent 6660ebe557
commit 45d033bd89
10 files changed
+1108 -110

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@@ -166,7 +166,7 @@ public class EntityBenchmark {
false, null, false, variant(type), tint, 1.0,
type.equals("villager") ? "farmer" : null, type.equals("villager") ? 2 : 0,
null, false, false, false, null, null,
false, 0, 0, 0, false, null, null, null, 0, false, null);
false, 0, 0, 0, false, null, null, null, 0, false, null, null, null, null, null);
}
/** Vanilla DyeColor texture colours (white … black). */
@@ -177,7 +177,7 @@ public class EntityBenchmark {
return new EntityState("villager", x, 1, z, yaw, baby, 0.6, 1.95,
false, null, false, type, 0, 1.0, prof, level,
null, false, false, false, null, null,
false, 0, 0, 0, false, null, null, null, 0, false, null);
false, 0, 0, 0, false, null, null, null, 0, false, null, null, null, null, null);
}
/** {@code s} with wool tint, humanoid armor and collar dye replaced. */
@@ -186,7 +186,7 @@ public class EntityBenchmark {
s.player(), s.skinUrl(), s.slim(), s.variant(), tint, s.sizeScale(), s.profession(), s.villagerLevel(),
s.markings(), s.saddle(), s.chest(), s.arms(), s.bodyEquip(), eq, s.invisible(), s.pitch(),
s.bodyDye(), s.tint2(), s.passenger(), s.rightHand(), s.leftHand(), s.headItem(), collar, s.powered(),
s.mouthItem());
s.mouthItem(), s.pose(), s.partPoses(), s.shoulderLeft(), s.shoulderRight());
}
/** The variant the game always supplies (cow/pig/chicken have no texture without one). */
@@ -204,7 +204,7 @@ public class EntityBenchmark {
s.player(), s.skinUrl(), s.slim(), s.variant(), s.tint(), s.sizeScale(), s.profession(), s.villagerLevel(),
s.markings(), s.saddle(), s.chest(), s.arms(), s.bodyEquip(), s.equipment(), s.invisible(), s.pitch(),
s.bodyDye(), s.tint2(), s.passenger(), s.rightHand(), s.leftHand(), s.headItem(), s.collar(), true,
s.mouthItem());
s.mouthItem(), s.pose(), s.partPoses(), s.shoulderLeft(), s.shoulderRight());
}
/**