#include "BlazeModel.h" #include #include #include #include "minecraft/client/model/geom/Model.h" #include "minecraft/client/model/geom/ModelPart.h" BlazeModel::BlazeModel() : Model() { upperBodyParts = std::vector(12); for (unsigned int i = 0; i < upperBodyParts.size(); i++) { upperBodyParts[i] = new ModelPart(this, 0, 16); upperBodyParts[i]->addBox(0, 0, 0, 2, 8, 2); } head = new ModelPart(this, 0, 0); head->addBox(-4, -4, -4, 8, 8, 8); // 4J added - compile now to avoid random performance hit first time cubes // are rendered 4J Stu - Not just performance, but alpha+depth tests don't // work right unless we compile here for (unsigned int i = 0; i < upperBodyParts.size(); i++) { upperBodyParts[i]->compile(1.0f / 16.0f); } head->compile(1.0f / 16.0f); } int BlazeModel::modelVersion() { return 8; } void BlazeModel::render(std::shared_ptr entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled) { setupAnim(time, r, bob, yRot, xRot, scale, entity); head->render(scale, usecompiled); for (unsigned int i = 0; i < upperBodyParts.size(); i++) { upperBodyParts[i]->render(scale, usecompiled); } } void BlazeModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, std::shared_ptr entity, unsigned int uiBitmaskOverrideAnim) { float angle = bob * std::numbers::pi * -.1f; for (int i = 0; i < 4; i++) { upperBodyParts[i]->y = -2 + cosf((i * 2 + bob) * .25f); upperBodyParts[i]->x = cosf(angle) * 9.0f; upperBodyParts[i]->z = sinf(angle) * 9.0f; angle += std::numbers::pi * 0.5f; } angle = .25f * std::numbers::pi + bob * std::numbers::pi * .03f; for (int i = 4; i < 8; i++) { upperBodyParts[i]->y = 2 + cosf((i * 2 + bob) * .25f); upperBodyParts[i]->x = cosf(angle) * 7.0f; upperBodyParts[i]->z = sinf(angle) * 7.0f; angle += std::numbers::pi * 0.5f; } angle = .15f * std::numbers::pi + bob * std::numbers::pi * -.05f; for (int i = 8; i < 12; i++) { upperBodyParts[i]->y = 11 + cosf((i * 1.5f + bob) * .5f); upperBodyParts[i]->x = cosf(angle) * 5.0f; upperBodyParts[i]->z = sinf(angle) * 5.0f; angle += std::numbers::pi * 0.5f; } head->yRot = yRot / (float)(180 / std::numbers::pi); head->xRot = xRot / (float)(180 / std::numbers::pi); }