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45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
#include "../../Platform/stdafx.h"
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#include "ModelPart.h"
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#include "SkeletonHeadModel.h"
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void SkeletonHeadModel::_init(int u, int v, int tw, int th) {
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texWidth = tw;
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texHeight = th;
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head = new ModelPart(this, u, v);
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// 4J Stu - Set "g" param to 0.1 to fix z-fighting issues (hair has this set
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// to 0.5, so need to be less that that) Fix for #101501 - TU12: Content:
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// Art: Z-Fighting occurs on the bottom side of a character's head when a
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// Mob Head is equipped.
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head->addBox(-4, -8, -4, 8, 8, 8, 0.1); // Head
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head->setPos(0, 0, 0);
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// 4J added - compile now to avoid random performance hit first time cubes
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// are rendered
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head->compile(1.0f / 16.0f);
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}
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SkeletonHeadModel::SkeletonHeadModel() { _init(0, 35, 64, 64); }
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SkeletonHeadModel::SkeletonHeadModel(int u, int v, int tw, int th) {
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_init(u, v, tw, th);
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}
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void SkeletonHeadModel::render(std::shared_ptr<Entity> entity, float time,
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float r, float bob, float yRot, float xRot,
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float scale, bool usecompiled) {
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setupAnim(time, r, bob, yRot, xRot, scale, entity);
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head->render(scale, usecompiled);
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}
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void SkeletonHeadModel::setupAnim(float time, float r, float bob, float yRot,
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float xRot, float scale,
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std::shared_ptr<Entity> entity,
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unsigned int uiBitmaskOverrideAnim) {
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Model::setupAnim(time, r, bob, yRot, xRot, scale, entity,
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uiBitmaskOverrideAnim);
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head->yRot = yRot / (180 / PI);
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head->xRot = xRot / (180 / PI);
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} |