Added code for 64x64 skins

Added code for 64x64 classic and slim skins. Also added the remaining default skins.
This commit is contained in:
Langtanium 2026-03-31 19:16:43 -07:00
parent d3412aaae7
commit 69983c51ad
31 changed files with 811 additions and 139 deletions

View file

@ -9201,7 +9201,14 @@ bool CMinecraftApp::DLCContentRetrieved(eDLCMarketplaceType eType)
void CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, SKIN_BOX *SkinBoxA, DWORD dwSkinBoxC)
{
EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER);
Model *pModel = renderer->getModel();
unsigned int m_uiAnimOverrideBitmask = Player::getSkinAnimOverrideBitmask(dwSkinID);
Model *pModel;
if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
pModel = renderer->getModelClassic();
else if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
pModel = renderer->getModelSlim();
else
pModel = renderer->getModel();
vector<ModelPart *> *pvModelPart = new vector<ModelPart *>;
vector<SKIN_BOX *> *pvSkinBoxes = new vector<SKIN_BOX *>;
@ -9233,7 +9240,14 @@ void CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, SKIN_BOX *SkinBoxA, D
vector<ModelPart *> * CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, vector<SKIN_BOX *> *pvSkinBoxA)
{
EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER);
Model *pModel = renderer->getModel();
unsigned int m_uiAnimOverrideBitmask = Player::getSkinAnimOverrideBitmask(dwSkinID);
Model *pModel;
if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
pModel = renderer->getModelClassic();
else if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
pModel = renderer->getModelSlim();
else
pModel = renderer->getModel();
vector<ModelPart *> *pvModelPart = new vector<ModelPart *>;
EnterCriticalSection( &csAdditionalModelParts );

View file

@ -24,6 +24,7 @@ const WCHAR *DLCManager::wchTypeNamesA[]=
L"ENCHANTTEXTFOCUSCOLOUR",
L"DATAPATH",
L"PACKVERSION",
L"OFFSET",
};
DLCManager::DLCManager()

View file

@ -45,6 +45,7 @@ public:
e_DLCParamType_EnchantmentTextFocusColour,
e_DLCParamType_DataPath,
e_DLCParamType_PackVersion,
e_DLCParamType_Offset,
e_DLCParamType_Max,

View file

@ -113,12 +113,12 @@ void DLCSkinFile::addParameter(DLCManager::EDLCParameterType type, const wstring
WCHAR wchBodyPart[10];
SKIN_BOX *pSkinBox = new SKIN_BOX;
ZeroMemory(pSkinBox,sizeof(SKIN_BOX));
#ifdef __PS3__
// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
swscanf(value.c_str(), L"%10ls%f%f%f%f%f%f%f%f", wchBodyPart,
swscanf(value.c_str(), L"%10ls%f%f%f%f%f%f%f%f%f%f", wchBodyPart,
#else
swscanf_s(value.c_str(), L"%9ls%f%f%f%f%f%f%f%f", wchBodyPart,10,
swscanf_s(value.c_str(), L"%9ls%f%f%f%f%f%f%f%f%f%f", wchBodyPart,10,
#endif
&pSkinBox->fX,
&pSkinBox->fY,
@ -127,7 +127,9 @@ void DLCSkinFile::addParameter(DLCManager::EDLCParameterType type, const wstring
&pSkinBox->fH,
&pSkinBox->fD,
&pSkinBox->fU,
&pSkinBox->fV);
&pSkinBox->fV,
&pSkinBox->fA,
&pSkinBox->fM);
if(wcscmp(wchBodyPart,L"HEAD")==0)
{
@ -153,11 +155,199 @@ void DLCSkinFile::addParameter(DLCManager::EDLCParameterType type, const wstring
{
pSkinBox->ePart=eBodyPart_Leg1;
}
else if(wcscmp(wchBodyPart,L"HEADWEAR")==0)
{
pSkinBox->ePart=eBodyPart_Headwear;
}
else if(wcscmp(wchBodyPart,L"JACKET")==0)
{
pSkinBox->ePart=eBodyPart_Jacket;
}
else if(wcscmp(wchBodyPart,L"SLEEVE0")==0)
{
pSkinBox->ePart=eBodyPart_Sleeve0;
}
else if(wcscmp(wchBodyPart,L"SLEEVE1")==0)
{
pSkinBox->ePart=eBodyPart_Sleeve1;
}
else if(wcscmp(wchBodyPart,L"PANTS0")==0)
{
pSkinBox->ePart=eBodyPart_Pants0;
}
else if(wcscmp(wchBodyPart,L"PANTS1")==0)
{
pSkinBox->ePart=eBodyPart_Pants1;
}
else if(wcscmp(wchBodyPart,L"WAIST")==0)
{
pSkinBox->ePart=eBodyPart_Waist;
}
else if(wcscmp(wchBodyPart,L"LEGGING0")==0)
{
pSkinBox->ePart=eBodyPart_Legging0;
}
else if(wcscmp(wchBodyPart,L"LEGGING1")==0)
{
pSkinBox->ePart=eBodyPart_Legging1;
}
else if(wcscmp(wchBodyPart,L"SOCK0")==0)
{
pSkinBox->ePart=eBodyPart_Sock0;
}
else if(wcscmp(wchBodyPart,L"SOCK1")==0)
{
pSkinBox->ePart=eBodyPart_Sock1;
}
else if(wcscmp(wchBodyPart,L"BOOT0")==0)
{
pSkinBox->ePart=eBodyPart_Boot0;
}
else if(wcscmp(wchBodyPart,L"BOOT1")==0)
{
pSkinBox->ePart=eBodyPart_Boot1;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR0")==0)
{
pSkinBox->ePart=eBodyPart_ArmArmor0;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR1")==0)
{
pSkinBox->ePart=eBodyPart_ArmArmor1;
}
else if(wcscmp(wchBodyPart,L"BODYARMOR")==0)
{
pSkinBox->ePart=eBodyPart_BodyArmor;
}
else if(wcscmp(wchBodyPart,L"BELT")==0)
{
pSkinBox->ePart=eBodyPart_Belt;
}
// add this to the skin's vector of parts
m_AdditionalBoxes.push_back(pSkinBox);
}
break;
case DLCManager::e_DLCParamType_Offset:
{
WCHAR wchBodyPart[4];
SKIN_OFFSET *pSkinOffset = new SKIN_OFFSET;
ZeroMemory(pSkinOffset,sizeof(SKIN_OFFSET));
#ifdef __PS3__
// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
swscanf(value.c_str(), L"%10ls%f%f%f%f", wchBodyPart,
#else
swscanf_s(value.c_str(), L"%9ls%f%f%f%f", wchBodyPart,4,
#endif
&pSkinOffset->fD,
&pSkinOffset->fO);
if(wcscmp(wchBodyPart,L"HEAD")==0)
{
pSkinOffset->ePart=eBodyOffset_Head;
}
else if(wcscmp(wchBodyPart,L"BODY")==0)
{
pSkinOffset->ePart=eBodyOffset_Body;
}
else if(wcscmp(wchBodyPart,L"ARM0")==0)
{
pSkinOffset->ePart=eBodyOffset_Arm0;
}
else if(wcscmp(wchBodyPart,L"ARM1")==0)
{
pSkinOffset->ePart=eBodyOffset_Arm1;
}
else if(wcscmp(wchBodyPart,L"LEG0")==0)
{
pSkinOffset->ePart=eBodyOffset_Leg0;
}
else if(wcscmp(wchBodyPart,L"LEG1")==0)
{
pSkinOffset->ePart=eBodyOffset_Leg1;
}
else if(wcscmp(wchBodyPart,L"HEADWEAR")==0)
{
pSkinOffset->ePart=eBodyOffset_Headwear;
}
else if(wcscmp(wchBodyPart,L"JACKET")==0)
{
pSkinOffset->ePart=eBodyOffset_Jacket;
}
else if(wcscmp(wchBodyPart,L"SLEEVE0")==0)
{
pSkinOffset->ePart=eBodyOffset_Sleeve0;
}
else if(wcscmp(wchBodyPart,L"SLEEVE1")==0)
{
pSkinOffset->ePart=eBodyOffset_Sleeve1;
}
else if(wcscmp(wchBodyPart,L"PANTS0")==0)
{
pSkinOffset->ePart=eBodyOffset_Pants0;
}
else if(wcscmp(wchBodyPart,L"PANTS1")==0)
{
pSkinOffset->ePart=eBodyOffset_Pants1;
}
else if(wcscmp(wchBodyPart,L"WAIST")==0)
{
pSkinOffset->ePart=eBodyOffset_Waist;
}
else if(wcscmp(wchBodyPart,L"LEGGING0")==0)
{
pSkinOffset->ePart=eBodyOffset_Legging0;
}
else if(wcscmp(wchBodyPart,L"LEGGING1")==0)
{
pSkinOffset->ePart=eBodyOffset_Legging1;
}
else if(wcscmp(wchBodyPart,L"SOCK0")==0)
{
pSkinOffset->ePart=eBodyOffset_Sock0;
}
else if(wcscmp(wchBodyPart,L"SOCK1")==0)
{
pSkinOffset->ePart=eBodyOffset_Sock1;
}
else if(wcscmp(wchBodyPart,L"BOOT0")==0)
{
pSkinOffset->ePart=eBodyOffset_Boot0;
}
else if(wcscmp(wchBodyPart,L"BOOT1")==0)
{
pSkinOffset->ePart=eBodyOffset_Boot1;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR1")==0)
{
pSkinOffset->ePart=eBodyOffset_ArmArmor1;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR0")==0)
{
pSkinOffset->ePart=eBodyOffset_ArmArmor0;
}
else if(wcscmp(wchBodyPart,L"BODYARMOR")==0)
{
pSkinOffset->ePart=eBodyOffset_BodyArmor;
}
else if(wcscmp(wchBodyPart,L"BELT")==0)
{
pSkinOffset->ePart=eBodyOffset_Belt;
}
else if(wcscmp(wchBodyPart,L"TOOL0")==0)
{
pSkinOffset->ePart=eBodyOffset_Tool0;
}
else if(wcscmp(wchBodyPart,L"TOOL1")==0)
{
pSkinOffset->ePart=eBodyOffset_Tool1;
}
// add this to the skin's vector of offsets
m_Offsets.push_back(pSkinOffset);
}
break;
case DLCManager::e_DLCParamType_Anim:
#ifdef __PS3__
// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
@ -185,6 +375,15 @@ vector<SKIN_BOX *> *DLCSkinFile::getAdditionalBoxes()
return &m_AdditionalBoxes;
}
int DLCSkinFile::getOffsetsCount()
{
return static_cast<int>(m_Offsets.size());
}
vector<SKIN_OFFSET *> *DLCSkinFile::getOffsets()
{
return &m_Offsets;
}
wstring DLCSkinFile::getParameterAsString(DLCManager::EDLCParameterType type)
{
switch(type)

View file

@ -1,6 +1,8 @@
#pragma once
#include "DLCFile.h"
#include "..\..\..\Minecraft.Client\HumanoidModel.h"
// This is added to prevent a building failure, probably should move it to HumanoidModel.h later - Langtanium
#include "..\..\..\Minecraft.Client\SkinOffset.h"
class DLCSkinFile : public DLCFile
{
@ -12,6 +14,7 @@ private:
unsigned int m_uiAnimOverrideBitmask;
bool m_bIsFree;
vector<SKIN_BOX *> m_AdditionalBoxes;
vector<SKIN_OFFSET *> m_Offsets;
public:
@ -24,6 +27,8 @@ public:
bool getParameterAsBool(DLCManager::EDLCParameterType type) override;
vector<SKIN_BOX *> *getAdditionalBoxes();
int getAdditionalBoxesCount();
vector<SKIN_OFFSET *> *getOffsets();
int getOffsetsCount();
unsigned int getAnimOverrideBitmask() { return m_uiAnimOverrideBitmask;}
bool isFree() {return m_bIsFree;}
};

View file

@ -257,7 +257,15 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
glPushMatrix();
glDisable(GL_CULL_FACE);
HumanoidModel *model = static_cast<HumanoidModel *>(renderer->getModel());
HumanoidModel *model;
Textures *t = Minecraft::GetInstance()->textures;
if ((t->loadMemTexture(m_customTextureUrl, m_backupTexture) >= 45 && t->loadMemTexture(m_customTextureUrl, m_backupTexture) <= 53) || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
model = static_cast<HumanoidModel *>(renderer->getModelSlim());
else if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) == 54 || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
model = static_cast<HumanoidModel *>(renderer->getModelClassic());
else
model = static_cast<HumanoidModel *>(renderer->getModel());
//getAttackAnim(mob, a);
//if (armor != nullptr) armor->attackTime = model->attackTime;

View file

@ -24,6 +24,16 @@ const WCHAR *UIScene_SkinSelectMenu::wchDefaultNamesA[]=
L"Prisoner Steve",
L"Cyclist Steve",
L"Boxer Steve",
L"Alex",
L"Tennis Alex",
L"Tuxedo Alex",
L"Athlete Alex",
L"Swedish Alex",
L"Prisoner Alex",
L"Cyclist Alex",
L"Boxer Alex",
L"Developer Alex",
L"Developer Steve",
};
UIScene_SkinSelectMenu::UIScene_SkinSelectMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
@ -993,6 +1003,36 @@ TEXTURE_NAME UIScene_SkinSelectMenu::getTextureId(int skinIndex)
case eDefaultSkins_Skin7:
texture = TN_MOB_CHAR7;
break;
case eDefaultSkins_Skin8:
texture = TN_MOB_ALEX;
break;
case eDefaultSkins_Skin9:
texture = TN_MOB_ALEX1;
break;
case eDefaultSkins_Skin10:
texture = TN_MOB_ALEX2;
break;
case eDefaultSkins_Skin11:
texture = TN_MOB_ALEX3;
break;
case eDefaultSkins_Skin12:
texture = TN_MOB_ALEX4;
break;
case eDefaultSkins_Skin13:
texture = TN_MOB_ALEX5;
break;
case eDefaultSkins_Skin14:
texture = TN_MOB_ALEX6;
break;
case eDefaultSkins_Skin15:
texture = TN_MOB_ALEX7;
break;
case eDefaultSkins_Skin16:
texture = TN_MOB_DEVALEX;
break;
case eDefaultSkins_Skin17:
texture = TN_MOB_DEVSTEVE;
break;
};
return texture;

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@ -19,6 +19,8 @@ ResourceLocation EntityRenderer::SHADOW_LOCATION = ResourceLocation(TN__CLAMP__M
EntityRenderer::EntityRenderer()
{
model = nullptr;
modelClassic = nullptr;
modelSlim = nullptr;
tileRenderer = new TileRenderer();
shadowRadius = 0;
shadowStrength = 1.0f;

View file

@ -30,6 +30,8 @@ private:
protected:
Model *model; // TODO 4J: Check why exactly this is here, it seems to get shadowed by classes inheriting from this by their own
Model *modelClassic;
Model *modelSlim;
protected:
TileRenderer *tileRenderer; // 4J - changed to protected so derived classes can use instead of shadowing their own
@ -68,5 +70,7 @@ public:
public:
// 4J Added
virtual Model *getModel() { return model; }
virtual Model *getModelClassic() { return modelClassic; }
virtual Model *getModelSlim() { return modelSlim; }
virtual void SetItemFrame(bool bSet) {}
};

View file

@ -9,6 +9,7 @@
ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
{
ModelPart *pAttachTo=nullptr;
float scale=0;
switch(pBox->ePart)
{
@ -30,6 +31,26 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
case eBodyPart_Leg1:
pAttachTo=leg1;
break;
case eBodyPart_Jacket:
pAttachTo=jacket;
scale=0.25;
break;
case eBodyPart_Sleeve0:
pAttachTo=sleeve0;
scale=0.25;
break;
case eBodyPart_Sleeve1:
pAttachTo=sleeve1;
scale=0.25;
break;
case eBodyPart_Pants0:
pAttachTo=pants0;
scale=0.25;
break;
case eBodyPart_Pants1:
pAttachTo=pants1;
scale=0.25;
break;
}
// first check this box doesn't already exist
@ -49,7 +70,8 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
pNewBox = new ModelPart(this, static_cast<int>(pBox->fU), static_cast<int>(pBox->fV));
pNewBox->visible=false;
pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, 0);
if (pBox->fM > 0) pNewBox->bMirror = true;
pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, scale);
// 4J-PB - don't compile here, since the lighting isn't set up. It'll be compiled on first use.
//pNewBox->compile(1.0f/16.0f);
pAttachTo->addChild(pNewBox);
@ -58,47 +80,110 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
return pNewBox;
}
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool isArmor)
{
this->texWidth = texWidth;
this->texHeight = texHeight;
jacket = nullptr;
sleeve0 = nullptr;
sleeve1 = nullptr;
pants0 = nullptr;
pants1 = nullptr;
m_fYOffset=yOffset;
cloak = new ModelPart(this, 0, 0);
cloak->addHumanoidBox(-5, -0, -1, 10, 16, 1, g); // Cloak
cloak = new ModelPart(this, 0, 0);
cloak->addHumanoidBox(-5, -0, -1, 10, 16, 1, g); // Cloak
ear = new ModelPart(this, 24, 0);
ear->addHumanoidBox(-3, -6, -1, 6, 6, 1, g); // Ear
head = new ModelPart(this, 0, 0);
head->addHumanoidBox(-4, -8, -4, 8, 8, 8, g); // Head
head->setPos(0, 0 + yOffset, 0);
ear = new ModelPart(this, 24, 0);
ear->addHumanoidBox(-3, -6, -1, 6, 6, 1, g); // Ear
head = new ModelPart(this, 0, 0);
head->addHumanoidBox(-4, -8, -4, 8, 8, 8, g); // Head
head->setPos(0, 0 + yOffset, 0);
hair = new ModelPart(this, 32, 0);
hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head
hair->setPos(0, 0 + yOffset, 0);
hair = new ModelPart(this, 32, 0);
hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head
hair->setPos(0, 0 + yOffset, 0);
body = new ModelPart(this, 16, 16);
body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
body->setPos(0, 0 + yOffset, 0);
body = new ModelPart(this, 16, 16);
body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
body->setPos(0, 0 + yOffset, 0);
arm0 = new ModelPart(this, 24 + 16, 16);
arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
arm0->setPos(-5, 2 + yOffset, 0);
if (texHeight == 64)
{
jacket = new ModelPart(this, 16, 32);
jacket->addHumanoidBox(-4, 0, -2, 8, 12, 4, g + 0.25); // Jacket
jacket->setPos(0, 0 + yOffset, 0);
}
arm1 = new ModelPart(this, 24 + 16, 16);
arm1->bMirror = true;
arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
arm1->setPos(5, 2 + yOffset, 0);
if (texHeight == 64)
{
arm0 = new ModelPart(this, 24 + 16, 16);
arm1 = new ModelPart(this, 16 + 16, 48);
leg0 = new ModelPart(this, 0, 16);
leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
leg0->setPos(-1.9, 12 + yOffset, 0);
sleeve0 = new ModelPart(this, 24 + 16, 32);
sleeve1 = new ModelPart(this, 32 + 16, 48);
leg1 = new ModelPart(this, 0, 16);
leg1->bMirror = true;
leg1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg1
leg1->setPos(1.9, 12 + yOffset, 0);
if (slimHands == false)
{
sleeve0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.25); // Sleeve0
sleeve1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.25); // Sleeve1
}
else if (slimHands == true)
{
sleeve0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.25); // Sleeve0 Slim
sleeve1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.25); // Sleeve1 Slim
}
sleeve0->setPos(-5, 2 + yOffset, 0);
sleeve1->setPos(5, 2 + yOffset, 0);
}
else if (texHeight == 32)
{
arm0 = new ModelPart(this, 24 + 16, 16);
arm1 = new ModelPart(this, 24 + 16, 16);
arm1->bMirror = true;
}
if (slimHands == false)
{
arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
}
else if (slimHands == true)
{
arm0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g); // Arm0 Slim
arm1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g); // Arm1 Slim
}
arm0->setPos(-5, 2 + yOffset, 0);
arm1->setPos(5, 2 + yOffset, 0);
leg0 = new ModelPart(this, 0, 16);
if (texHeight == 64)
{
leg1 = new ModelPart(this, 16, 48);
pants0 = new ModelPart(this, 0, 32);
pants0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants0
pants0->setPos(-1.9, 12 + yOffset, 0);
pants1 = new ModelPart(this, 0, 48);
pants1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants1
pants1->setPos(1.9, 12 + yOffset, 0);
}
else if (texHeight == 32)
{
leg1 = new ModelPart(this, 0, 16);
leg1->bMirror = true;
}
leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
leg0->setPos(-1.9, 12 + yOffset, 0);
leg1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg1
leg1->setPos(1.9, 12 + yOffset, 0);
// 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
@ -112,6 +197,17 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
leg1->compile(1.0f/16.0f);
hair->compile(1.0f/16.0f);
if (jacket != 0)
jacket->compile(1.0f/16.0f);
if (sleeve0 != 0)
sleeve0->compile(1.0f/16.0f);
if (sleeve1 != 0)
sleeve1->compile(1.0f/16.0f);
if (pants0 != 0)
pants0->compile(1.0f/16.0f);
if (pants1 != 0)
pants1->compile(1.0f/16.0f);
holdingLeftHand=0;
holdingRightHand=0;
sneaking=false;
@ -123,21 +219,33 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
eating_t = 0.0f;
eating_swing = 0.0f;
m_uiAnimOverrideBitmask = 0L;
m_isArmor = isArmor;
}
HumanoidModel::HumanoidModel() : Model()
{
_init(0, 0, 64, 32);
_init(0, 0, 64, 32, false, false);
}
HumanoidModel::HumanoidModel(float g) : Model()
{
_init(g, 0, 64, 32);
_init(g, 0, 64, 32, false, false);
}
HumanoidModel::HumanoidModel(float g, bool isArmor) : Model()
{
_init(g, 0, 64, 32, false, isArmor);
}
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight) : Model()
{
_init(g,yOffset,texWidth,texHeight);
_init(g,yOffset,texWidth,texHeight, false, false);
}
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands) : Model()
{
_init(g,yOffset,texWidth,texHeight, slimHands, false);
}
void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
@ -170,13 +278,23 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
}
else
{
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0);
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0);
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0);
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0);
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0);
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0);
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorHead))>0||!m_isArmor));
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorTorso))>0||!m_isArmor));
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm0))>0||!m_isArmor));
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm1))>0||!m_isArmor));
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg0))>0||!m_isArmor));
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg1))>0||!m_isArmor));
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
if (jacket != 0)
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
if (sleeve0 != 0)
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
if (sleeve1 != 0)
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
if (pants0 != 0)
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
if (pants1 != 0)
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
}
}
@ -199,7 +317,6 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm1->xRot=0.0f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsOutFront))
{
@ -230,10 +347,10 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
leg0->yRot = 0.0f;
@ -272,7 +389,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
leg1->xRot=0.0f;
leg1->zRot=0.0f;
leg0->yRot = 0.0f;
leg1->yRot = 0.0f;
leg1->yRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleLegs))
{
@ -297,6 +414,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->yRot = 0.0f;
arm1->yRot = 0.0f;
if (attackTime > -9990.0f)
{
float swing = attackTime;
@ -316,7 +434,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
float aa = Mth::sin(swing * PI);
float bb = Mth::sin(attackTime * PI) * -(head->xRot - 0.7f) * 0.75f;
arm0->xRot -= aa * 1.2f + bb; // 4J - changed 1.2 -> 1.2f
arm0->yRot += body->yRot * 2.0f;
arm0->yRot += body->yRot * 2.0f;
if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty))&& (holdingRightHand==0) && (attackTime==0.0f))
{
@ -340,7 +458,6 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->xRot = - Mth::abs(Mth::cos(eating_t / 4.0f * PI) * 0.1f) * (eating_swing > 0.2 ? 1.0f : 0.0f) * 2.0f; // This factor is the chomping bit (conditional factor is so that he doesn't eat whilst the food is being pulled away at the end)
arm0->yRot -= iss * 0.5f; // This factor and the following to the general arm movement through the life of the swing
arm0->xRot -= iss * 1.2f;
}
if (sneaking)
@ -441,23 +558,68 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->xRot += ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
arm1->xRot -= ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
}
if (jacket != 0)
{
jacket->x = body->x;
jacket->y = body->y;
jacket->z = body->z;
jacket->xRot = body->xRot;
jacket->yRot = body->yRot;
jacket->zRot = body->zRot;
}
if (sleeve0 != 0)
{
sleeve0->x = arm0->x;
sleeve0->y = arm0->y;
sleeve0->z = arm0->z;
sleeve0->xRot = arm0->xRot;
sleeve0->yRot = arm0->yRot;
sleeve0->zRot = arm0->zRot;
}
if (sleeve1 != 0)
{
sleeve1->x = arm1->x;
sleeve1->y = arm1->y;
sleeve1->z = arm1->z;
sleeve1->xRot = arm1->xRot;
sleeve1->yRot = arm1->yRot;
sleeve1->zRot = arm1->zRot;
}
if (pants0 != 0)
{
pants0->x = leg0->x;
pants0->y = leg0->y;
pants0->z = leg0->z;
pants0->xRot = leg0->xRot;
pants0->yRot = leg0->yRot;
pants0->zRot = leg0->zRot;
}
if (pants1 != 0)
{
pants1->x = leg1->x;
pants1->y = leg1->y;
pants1->z = leg1->z;
pants1->xRot = leg1->xRot;
pants1->yRot = leg1->yRot;
pants1->zRot = leg1->zRot;
}
}
}
void HumanoidModel::renderHair(float scale,bool usecompiled)
{
hair->yRot = head->yRot;
hair->xRot = head->xRot;
hair->render(scale,usecompiled);
hair->yRot = head->yRot;
hair->xRot = head->xRot;
hair->render(scale,usecompiled);
}
void HumanoidModel::renderEars(float scale,bool usecompiled)
{
ear->yRot = head->yRot;
ear->xRot = head->xRot;
ear->x=0;
ear->y=0;
ear->render(scale,usecompiled);
ear->yRot = head->yRot;
ear->xRot = head->xRot;
ear->x=0;
ear->y=0;
ear->render(scale,usecompiled);
}
void HumanoidModel::renderCloak(float scale,bool usecompiled)
@ -467,25 +629,42 @@ void HumanoidModel::renderCloak(float scale,bool usecompiled)
void HumanoidModel::render(HumanoidModel *model, float scale, bool usecompiled)
{
head->yRot = model->head->yRot;
head->y = model->head->y;
head->xRot = model->head->xRot;
hair->y = head->y;
hair->yRot = head->yRot;
hair->xRot = head->xRot;
head->yRot = model->head->yRot;
head->y = model->head->y;
head->xRot = model->head->xRot;
hair->y = head->y;
hair->yRot = head->yRot;
hair->xRot = head->xRot;
body->yRot = model->body->yRot;
arm0->xRot = model->arm0->xRot;
arm0->yRot = model->arm0->yRot;
arm0->zRot = model->arm0->zRot;
arm1->xRot = model->arm1->xRot;
arm1->yRot = model->arm1->yRot;
arm1->zRot = model->arm1->zRot;
leg0->xRot = model->leg0->xRot;
leg1->xRot = model->leg1->xRot;
body->yRot = model->body->yRot;
if (jacket != 0)
jacket->yRot = model->body->yRot;
arm0->xRot = model->arm0->xRot;
arm0->yRot = model->arm0->yRot;
arm0->zRot = model->arm0->zRot;
if (sleeve0 != 0)
sleeve0->xRot = model->arm0->xRot;
sleeve0->yRot = model->arm0->yRot;
sleeve0->zRot = model->arm0->zRot;
arm1->xRot = model->arm1->xRot;
arm1->yRot = model->arm1->yRot;
arm1->zRot = model->arm1->zRot;
if (sleeve1 != 0)
sleeve1->xRot = model->arm1->xRot;
sleeve1->yRot = model->arm1->yRot;
sleeve1->zRot = model->arm1->zRot;
leg0->xRot = model->leg0->xRot;
if (pants0 != 0)
pants0->xRot = model->leg0->xRot;
leg1->xRot = model->leg1->xRot;
if (pants1 != 0)
pants1->xRot = model->leg1->xRot;
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0);
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0);
@ -494,4 +673,14 @@ void HumanoidModel::render(HumanoidModel *model, float scale, bool usecompiled)
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0);
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0);
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
if (jacket != 0)
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
if (sleeve0 != 0)
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
if (sleeve1 != 0)
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
if (pants0 != 0)
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
if (pants1 != 0)
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
}

View file

@ -4,7 +4,7 @@
class HumanoidModel : public Model
{
public:
ModelPart *head, *hair, *body, *arm0, *arm1, *leg0, *leg1, *ear, *cloak;
ModelPart *head, *hair, *body, *jacket, *arm0, *sleeve0, *arm1, *sleeve1, *leg0, *pants0, *leg1, *pants1, *ear, *cloak;
//ModelPart *hat;
int holdingLeftHand;
@ -17,6 +17,7 @@ public:
float eating_swing; // 4J added
unsigned int m_uiAnimOverrideBitmask; // 4J added
float m_fYOffset; // 4J added
bool m_isArmor;
enum animbits
{
eAnim_ArmsDown =0,
@ -37,7 +38,22 @@ public:
eAnim_DisableRenderLeg0,
eAnim_DisableRenderLeg1,
eAnim_DisableRenderHair,
eAnim_SmallModel // Maggie Simpson for riding horse, etc
eAnim_SmallModel, // Maggie Simpson for riding horse, etc
eAnim_ClassicModel,
eAnim_SlimModel,
// Hide overlay/second layer on 64x64 skins
eAnim_DisableRenderSleeve1,
eAnim_DisableRenderSleeve0,
eAnim_DisableRenderPants1,
eAnim_DisableRenderPants0,
eAnim_DisableRenderJacket,
eAnim_RenderArmorHead,
eAnim_RenderArmorArm0,
eAnim_RenderArmorArm1,
eAnim_RenderArmorTorso,
eAnim_RenderArmorLeg0,
eAnim_RenderArmorLeg1,
eAnim_Dinnerbone
};
@ -47,13 +63,20 @@ public:
(1<<HumanoidModel::eAnim_DisableRenderTorso) |
(1<<HumanoidModel::eAnim_DisableRenderLeg0) |
(1<<HumanoidModel::eAnim_DisableRenderLeg1) |
(1<<HumanoidModel::eAnim_DisableRenderHair);
(1<<HumanoidModel::eAnim_DisableRenderHair) |
(1<<HumanoidModel::eAnim_DisableRenderSleeve1) |
(1<<HumanoidModel::eAnim_DisableRenderSleeve0) |
(1<<HumanoidModel::eAnim_DisableRenderPants1) |
(1<<HumanoidModel::eAnim_DisableRenderPants0) |
(1<<HumanoidModel::eAnim_DisableRenderJacket);
void _init(float g, float yOffset, int texWidth, int texHeight); // 4J added
void _init(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool isArmor); // 4J added
HumanoidModel();
HumanoidModel(float g);
HumanoidModel(float g, bool isArmor);
HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands);
virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
void renderHair(float scale, bool usecompiled);

View file

@ -9,13 +9,29 @@
#include "..\Minecraft.World\Mth.h"
#include "..\Minecraft.World\Player.h"
ResourceLocation LivingEntityRenderer::ENCHANT_GLINT_LOCATION = ResourceLocation(TN__BLUR__MISC_GLINT);
int LivingEntityRenderer::MAX_ARMOR_LAYERS = 4;
LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow)
{
this->model = model;
shadowRadius = shadow;
armor = nullptr;
}
LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow, bool slimHands, bool is64x64)
{
this->model = model;
if (is64x64)
{
this->modelClassic = new HumanoidModel(0, 0, 64, 64, false);
if (slimHands == true)
this->modelSlim = new HumanoidModel(0, 0, 64, 64, true);
}
shadowRadius = shadow;
armor = nullptr;
}
@ -43,6 +59,8 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
}
shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_mob);
Model *resModel;
if (mob == nullptr)
{
@ -52,12 +70,16 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
glPushMatrix();
glDisable(GL_CULL_FACE);
model->attackTime = getAttackAnim(mob, a);
if (armor != nullptr) armor->attackTime = model->attackTime;
model->riding = mob->isRiding();
if (armor != nullptr) armor->riding = model->riding;
model->young = mob->isBaby();
if (armor != nullptr) armor->young = model->young;
if (player != nullptr && modelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = modelClassic;
else if (player != nullptr && modelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = modelSlim;
else resModel = model;
resModel->attackTime = getAttackAnim(mob, a);
if (armor != nullptr) armor->attackTime = resModel->attackTime;
resModel->riding = mob->isRiding();
if (armor != nullptr) armor->riding = resModel->riding;
resModel->young = mob->isBaby();
if (armor != nullptr) armor->young = resModel->young;
/*try*/
{
@ -103,7 +125,7 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
if (ws > 1) ws = 1;
glEnable(GL_ALPHA_TEST);
model->prepareMobModel(mob, wp, ws, a);
resModel->prepareMobModel(mob, wp, ws, a);
renderModel(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale);
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
@ -187,7 +209,7 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
if (mob->hurtTime > 0 || mob->deathTime > 0)
{
glColor4f(br, 0, 0, 0.4f);
model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
resModel->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmorOverlay(mob, i, a) >= 0)
@ -205,7 +227,7 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
float b = ((overlayColor) & 0xff) / 255.0f;
float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
glColor4f(r, g, b, aa);
model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
resModel->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmorOverlay(mob, i, a) >= 0)
@ -242,10 +264,17 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
void LivingEntityRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
Model *resModel;
if (player != nullptr && modelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = modelClassic;
else if (player != nullptr && modelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = modelSlim;
else resModel = model;
bindTexture(mob);
if (!mob->isInvisible())
{
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
resModel->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
}
else if(!mob->isInvisibleTo(dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player)))
{
@ -255,7 +284,7 @@ void LivingEntityRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, f
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GREATER, 1.0f / 255.0f);
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
resModel->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
glDisable(GL_BLEND);
glAlphaFunc(GL_GREATER, .1f);
glPopMatrix();
@ -263,7 +292,7 @@ void LivingEntityRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, f
}
else
{
model->setupAnim(wp, ws, bob, headRotMinusBodyRot, headRotx, scale, mob);
resModel->setupAnim(wp, ws, bob, headRotMinusBodyRot, headRotx, scale, mob);
}
}
@ -285,7 +314,7 @@ void LivingEntityRenderer::setupRotations(shared_ptr<LivingEntity> mob, float bo
else
{
wstring name = mob->getAName();
if (name == L"Dinnerbone" || name == L"Grumm")
if (name == L"Dinnerbone" || name == L"Grumm" || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_Dinnerbone))
{
if ( !mob->instanceof(eTYPE_PLAYER) || !dynamic_pointer_cast<Player>(mob)->isCapeHidden() )
{
@ -313,7 +342,15 @@ void LivingEntityRenderer::additionalRendering(shared_ptr<LivingEntity> mob, flo
void LivingEntityRenderer::renderArrows(shared_ptr<LivingEntity> mob, float a)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
Model *resModel;
if (player != nullptr && modelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = modelClassic;
else if (player != nullptr && modelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = modelSlim;
else resModel = model;
int arrowCount = mob->getArrowCount();
if (arrowCount > 0)
{
shared_ptr<Entity> arrow = std::make_shared<Arrow>(mob->level, mob->x, mob->y, mob->z);
@ -322,7 +359,10 @@ void LivingEntityRenderer::renderArrows(shared_ptr<LivingEntity> mob, float a)
for (int i = 0; i < arrowCount; i++)
{
glPushMatrix();
ModelPart *modelPart = model->getRandomModelPart(random);
ModelPart *modelPart;
modelPart = resModel->getRandomModelPart(random);
Cube *cube = modelPart->cubes[random.nextInt(modelPart->cubes.size())];
modelPart->translateTo(1 / 16.0f);
float xd = random.nextFloat();

View file

@ -20,6 +20,7 @@ protected:
public:
LivingEntityRenderer(Model *model, float shadow);
LivingEntityRenderer(Model *model, float shadow, bool slimHands, bool is64x64);
virtual void render(shared_ptr<Entity> mob, double x, double y, double z, float rot, float a);
virtual void setArmor(Model *armor);

View file

@ -55,12 +55,14 @@ static unsigned int nametagColorForIndex(int index)
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f )
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true, true )
{
humanoidModel = static_cast<HumanoidModel *>(model);
humanoidModel = static_cast<HumanoidModel *>(model);
humanoidModelClassic = static_cast<HumanoidModel *>(modelClassic);
humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
armorParts1 = new HumanoidModel(1.0f);
armorParts2 = new HumanoidModel(0.5f);
armorParts1 = new HumanoidModel(1.0f, true);
armorParts2 = new HumanoidModel(0.5f, true);
}
unsigned int PlayerRenderer::getNametagColour(int index)
@ -160,12 +162,19 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel *resModel;
if(mob == nullptr) return;
if(mob->hasInvisiblePrivilege()) return;
if (mob != nullptr && humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (mob != nullptr && humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != nullptr ? 1 : 0;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = item != nullptr ? 1 : 0;
if (item != nullptr)
{
if (mob->getUseItemDuration() > 0)
@ -173,11 +182,11 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
UseAnim anim = item->getUseAnimation();
if (anim == UseAnim_block)
{
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 3;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 3;
}
else if (anim == UseAnim_bow)
{
armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = true;
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = true;
}
}
}
@ -187,17 +196,17 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
float t = (mob->getUseItemDuration() - a + 1);
float swing = 1 - (t / item->getUseDuration());
armorParts1->eating = armorParts2->eating = humanoidModel->eating = true;
armorParts1->eating_t = armorParts2->eating_t = humanoidModel->eating_t = t;
armorParts1->eating_swing = armorParts2->eating_swing = humanoidModel->eating_swing = swing;
armorParts1->eating = armorParts2->eating = resModel->eating = true;
armorParts1->eating_t = armorParts2->eating_t = resModel->eating_t = t;
armorParts1->eating_swing = armorParts2->eating_swing = resModel->eating_swing = swing;
}
else
{
armorParts1->eating = armorParts2->eating = humanoidModel->eating = false;
armorParts1->eating = armorParts2->eating = resModel->eating = false;
}
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = mob->isSneaking();
double yp = y - mob->heightOffset;
if (mob->isSneaking() && !mob->instanceof(eTYPE_LOCALPLAYER))
{
@ -209,20 +218,20 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
{
if(mob->isIdle())
{
humanoidModel->idle=true;
resModel->idle=true;
armorParts1->idle=true;
armorParts2->idle=true;
}
else
{
humanoidModel->idle=false;
resModel->idle=false;
armorParts1->idle=false;
armorParts2->idle=false;
}
}
else
{
humanoidModel->idle=false;
resModel->idle=false;
armorParts1->idle=false;
armorParts2->idle=false;
}
@ -248,10 +257,9 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
pModelPart->visible=false;
}
}
armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = false;
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = false;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 0;
}
void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
@ -264,6 +272,11 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel *resModel;
if (mob != nullptr && humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (mob != nullptr && humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != nullptr)
@ -274,7 +287,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
{
glPushMatrix();
humanoidModel->head->translateTo(1 / 16.0f);
resModel->head->translateTo(1 / 16.0f);
if(headGear->getItem()->id < 256)
{
@ -322,7 +335,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
float s = 8 / 6.0f;
glScalef(s, s, s);
humanoidModel->renderEars(1 / 16.0f,true);
resModel->renderEars(1 / 16.0f,true);
glPopMatrix();
}
}
@ -368,7 +381,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
glRotatef(lean2 / 2, 0, 0, 1);
glRotatef(-lean2 / 2, 0, 1, 0);
glRotatef(180, 0, 1, 0);
humanoidModel->renderCloak(1 / 16.0f,true);
resModel->renderCloak(1 / 16.0f,true);
glPopMatrix();
}
@ -377,7 +390,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
if (item != nullptr)
{
glPushMatrix();
humanoidModel->arm0->translateTo(1 / 16.0f);
resModel->arm0->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (mob->fishing != nullptr)
@ -507,30 +520,54 @@ void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a)
void PlayerRenderer::renderHand()
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
HumanoidModel *resModel;
if (player != nullptr && humanoidModelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (player != nullptr && humanoidModelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
float brightness = 1;
glColor3f(brightness, brightness, brightness);
humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask();
armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false;
humanoidModel->attackTime = 0;
humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player);
resModel->m_uiAnimOverrideBitmask = player->getAnimOverrideBitmask();
armorParts1->eating = armorParts2->eating = resModel->eating = resModel->idle = false;
resModel->attackTime = 0;
resModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player);
// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
if((humanoidModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
{
humanoidModel->arm0->render(1 / 16.0f,true);
}
if((resModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
resModel->arm0->render(1 / 16.0f,true);
// Does this skin have its sleeve0 disabled?
if((resModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderSleeve0))==0&&resModel->sleeve0!=nullptr)
resModel->sleeve0->render(1 / 16.0f,true);
//Render custom skin boxes on viewmodel - Botch
vector<ModelPart*>* additionalModelParts = Minecraft::GetInstance()->player->GetAdditionalModelParts();
if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes.
vector<ModelPart*> armchildren = humanoidModel->arm0->children;
std::unordered_set<ModelPart*> additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end());
vector<ModelPart*> armchildren = resModel->arm0->children;
for (const auto& x : armchildren) {
if (x) {
if (additionalModelPartSet.find(x) != additionalModelPartSet.end()) { //This is to verify box is still actually on current skin - Botch
if (x && additionalModelPartSet.find(x) != additionalModelPartSet.end()) //This is to verify box is still actually on current skin - Botch
{
glPushMatrix();
//We need to transform to match offset of arm - Botch
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
x->render(1.0f / 16.0f, true);
x->visible = false;
glPopMatrix();
}
}
//Render custom skin boxes on viewmodel for sleeve0
if (resModel->sleeve0!=nullptr)
{
vector<ModelPart*> sleevechildren = resModel->sleeve0->children;
for (const auto& x : sleevechildren) {
if (x && additionalModelPartSet.find(x) != additionalModelPartSet.end()) //This is to verify box is still actually on current skin
{
glPushMatrix();
//We need to transform to match offset of arm - Botch
//We need to transform to match offset of arm/sleeve
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
@ -540,8 +577,6 @@ void PlayerRenderer::renderHand()
}
}
}
}
void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
@ -603,4 +638,4 @@ ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture()));
}
}

View file

@ -14,6 +14,9 @@ public:
private:
HumanoidModel *humanoidModel;
HumanoidModel *humanoidModelClassic;
HumanoidModel *humanoidModelSlim;
HumanoidModel *armorParts1;
HumanoidModel *armorParts2;

View file

@ -9,11 +9,28 @@ enum eBodyPart
eBodyPart_Arm1,
eBodyPart_Leg0,
eBodyPart_Leg1,
eBodyPart_Headwear,
eBodyPart_Jacket,
eBodyPart_Sleeve0,
eBodyPart_Sleeve1,
eBodyPart_Pants0,
eBodyPart_Pants1,
eBodyPart_Waist,
eBodyPart_Legging0,
eBodyPart_Legging1,
eBodyPart_Sock0,
eBodyPart_Sock1,
eBodyPart_Boot0,
eBodyPart_Boot1,
eBodyPart_ArmArmor0,
eBodyPart_ArmArmor1,
eBodyPart_BodyArmor,
eBodyPart_Belt
};
typedef struct
{
eBodyPart ePart;
float fX,fY,fZ,fW,fH,fD,fU,fV;
float fX,fY,fZ,fW,fH,fD,fU,fV,fA,fM;
}
SKIN_BOX;

View file

@ -0,0 +1,40 @@
#pragma once
enum eBodyOffset
{
eBodyOffset_Unknown=0,
eBodyOffset_Head,
eBodyOffset_Body,
eBodyOffset_Arm0,
eBodyOffset_Arm1,
eBodyOffset_Leg0,
eBodyOffset_Leg1,
eBodyOffset_Headwear,
eBodyOffset_Jacket,
eBodyOffset_Sleeve0,
eBodyOffset_Sleeve1,
eBodyOffset_Pants0,
eBodyOffset_Pants1,
eBodyOffset_Waist,
eBodyOffset_Legging0,
eBodyOffset_Legging1,
eBodyOffset_Sock0,
eBodyOffset_Sock1,
eBodyOffset_Boot0,
eBodyOffset_Boot1,
eBodyOffset_ArmArmor1,
eBodyOffset_ArmArmor0,
eBodyOffset_BodyArmor,
eBodyOffset_Belt,
eBodyOffset_Tool0,
eBodyOffset_Tool1
};
typedef struct
{
eBodyOffset ePart;
string fD;
float fO;
}
SKIN_OFFSET;

View file

@ -72,6 +72,16 @@ const wchar_t *Textures::preLoaded[TN_COUNT] =
L"mob/char5",
L"mob/char6",
L"mob/char7",
L"mob/alex",
L"mob/alex1",
L"mob/alex2",
L"mob/alex3",
L"mob/alex4",
L"mob/alex5",
L"mob/alex6",
L"mob/alex7",
L"mob/DevAlex",
L"mob/DevSteve",
L"terrain/moon",
L"terrain/sun",
L"armor/power",

View file

@ -63,6 +63,16 @@ typedef enum _TEXTURE_NAME
TN_MOB_CHAR5,
TN_MOB_CHAR6,
TN_MOB_CHAR7,
TN_MOB_ALEX,
TN_MOB_ALEX1,
TN_MOB_ALEX2,
TN_MOB_ALEX3,
TN_MOB_ALEX4,
TN_MOB_ALEX5,
TN_MOB_ALEX6,
TN_MOB_ALEX7,
TN_MOB_DEVALEX,
TN_MOB_DEVSTEVE,
TN_TERRAIN_MOON,
TN_TERRAIN_SUN,
TN_POWERED_CREEPER,

View file

@ -35,6 +35,16 @@ enum EDefaultSkins
eDefaultSkins_Skin5,
eDefaultSkins_Skin6,
eDefaultSkins_Skin7,
eDefaultSkins_Skin8,
eDefaultSkins_Skin9,
eDefaultSkins_Skin10,
eDefaultSkins_Skin11,
eDefaultSkins_Skin12,
eDefaultSkins_Skin13,
eDefaultSkins_Skin14,
eDefaultSkins_Skin15,
eDefaultSkins_Skin16,
eDefaultSkins_Skin17,
eDefaultSkins_Count,
};

View file

@ -2702,6 +2702,26 @@ int Player::getTexture()
return TN_MOB_CHAR6; // 4J - was L"/mob/char6.png";
case eDefaultSkins_Skin7:
return TN_MOB_CHAR7; // 4J - was L"/mob/char7.png";
case eDefaultSkins_Skin8:
return TN_MOB_ALEX; // 4J - was L"/mob/alex.png";
case eDefaultSkins_Skin9:
return TN_MOB_ALEX1; // 4J - was L"/mob/alex1.png";
case eDefaultSkins_Skin10:
return TN_MOB_ALEX2; // 4J - was L"/mob/alex2.png";
case eDefaultSkins_Skin11:
return TN_MOB_ALEX3; // 4J - was L"/mob/alex3.png";
case eDefaultSkins_Skin12:
return TN_MOB_ALEX4; // 4J - was L"/mob/alex4.png";
case eDefaultSkins_Skin13:
return TN_MOB_ALEX5; // 4J - was L"/mob/alex5.png";
case eDefaultSkins_Skin14:
return TN_MOB_ALEX6; // 4J - was L"/mob/alex6.png";
case eDefaultSkins_Skin15:
return TN_MOB_ALEX7; // 4J - was L"/mob/alex7.png";
case eDefaultSkins_Skin16:
return TN_MOB_DEVALEX; // 4J - was L"/mob/DevAlex.png";
case eDefaultSkins_Skin17:
return TN_MOB_DEVSTEVE; // 4J - was L"/mob/DevSteve.png";
default:
return TN_MOB_CHAR; // 4J - was L"/mob/char.png";