/* * Derived from Epic Fight (https://github.com/Epic-Fight/epicfight) * by the Epic Fight Team, licensed under GPLv3. * Modifications © 2026 TiedUp! Remake Contributors, distributed under GPLv3. */ package com.tiedup.remake.rig.mesh; import java.util.List; import java.util.Map; import net.minecraft.world.entity.EquipmentSlot; import com.tiedup.remake.rig.asset.AssetAccessor; import com.tiedup.remake.rig.mesh.MeshPartDefinition; import com.tiedup.remake.rig.mesh.Meshes; import com.tiedup.remake.rig.mesh.SkinnedMesh; import com.tiedup.remake.rig.mesh.VertexBuilder; public class HumanoidMesh extends SkinnedMesh { public final SkinnedMeshPart head; public final SkinnedMeshPart torso; public final SkinnedMeshPart leftArm; public final SkinnedMeshPart rightArm; public final SkinnedMeshPart leftLeg; public final SkinnedMeshPart rightLeg; public final SkinnedMeshPart hat; public final SkinnedMeshPart jacket; public final SkinnedMeshPart leftSleeve; public final SkinnedMeshPart rightSleeve; public final SkinnedMeshPart leftPants; public final SkinnedMeshPart rightPants; public HumanoidMesh(Map arrayMap, Map> parts, SkinnedMesh parent, RenderProperties properties) { super(arrayMap, parts, parent, properties); this.head = this.getOrLogException(this.parts, "head"); this.torso = this.getOrLogException(this.parts, "torso"); this.leftArm = this.getOrLogException(this.parts, "leftArm"); this.rightArm = this.getOrLogException(this.parts, "rightArm"); this.leftLeg = this.getOrLogException(this.parts, "leftLeg"); this.rightLeg = this.getOrLogException(this.parts, "rightLeg"); this.hat = this.getOrLogException(this.parts, "hat"); this.jacket = this.getOrLogException(this.parts, "jacket"); this.leftSleeve = this.getOrLogException(this.parts, "leftSleeve"); this.rightSleeve = this.getOrLogException(this.parts, "rightSleeve"); this.leftPants = this.getOrLogException(this.parts, "leftPants"); this.rightPants = this.getOrLogException(this.parts, "rightPants"); } public AssetAccessor getHumanoidArmorModel(EquipmentSlot slot) { // RIG : Meshes.{HELMET,CHESTPLATE,LEGGINS,BOOTS} strippés en Phase 0 (armor rendering // hors scope bondage V1). Re-implém Phase 2 si besoin de rendre armures vanilla // sur le rig — pour l'instant retour null = armor rendering off. return null; } }