MinecraftConsoles/Minecraft.Client/HumanoidModel.cpp
Langtanium fd2fd65908 Added code for more DLC skin geometry
Added code to DLCSkinFile.cpp to store skin box scale value. Added code to HumanoidModel.cpp and HumanoidModel.h to handle skin boxes added to the armor layer of skin. Added another float value to SkinBox.h
2026-04-09 17:59:13 -07:00

914 lines
24 KiB
C++

#include "stdafx.h"
#include "HumanoidModel.h"
#include "..\Minecraft.World\Mth.h"
#include "..\Minecraft.World\Entity.h"
#include "ModelPart.h"
// 4J added
ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
{
ModelPart *pAttachTo=nullptr;
float scale=0;
switch(pBox->ePart)
{
case eBodyPart_Head:
pAttachTo=head;
break;
case eBodyPart_Body:
pAttachTo=body;
break;
case eBodyPart_Arm0:
pAttachTo=arm0;
break;
case eBodyPart_Arm1:
pAttachTo=arm1;
break;
case eBodyPart_Leg0:
pAttachTo=leg0;
break;
case eBodyPart_Leg1:
pAttachTo=leg1;
break;
case eBodyPart_Headwear:
pAttachTo=hair;
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;
case eBodyPart_Waist:
pAttachTo=waist;
break;
case eBodyPart_Belt:
pAttachTo=belt;
break;
case eBodyPart_BodyArmor:
pAttachTo=bodyArmor;
break;
case eBodyPart_ArmArmor0:
pAttachTo=armArmor0;
break;
case eBodyPart_ArmArmor1:
pAttachTo=armArmor1;
break;
case eBodyPart_Legging0:
pAttachTo=legging0;
break;
case eBodyPart_Legging1:
pAttachTo=legging1;
break;
case eBodyPart_Sock0:
pAttachTo=sock0;
break;
case eBodyPart_Sock1:
pAttachTo=sock1;
break;
case eBodyPart_Boot0:
pAttachTo=boot0;
break;
case eBodyPart_Boot1:
pAttachTo=boot1;
break;
}
// check if this box has a declared scale
if (pBox->fS > 0) scale = pBox->fS;
// first check this box doesn't already exist
ModelPart *pNewBox = pAttachTo->retrieveChild(pBox);
if(pNewBox)
{
if((pNewBox->getfU()!=static_cast<int>(pBox->fU)) || (pNewBox->getfV()!=static_cast<int>(pBox->fV)))
{
app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Box geometry was found, but with different uvs\n");
pNewBox=nullptr;
}
}
if(pNewBox==nullptr)
{
//app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Adding box to model part\n");
pNewBox = new ModelPart(this, static_cast<int>(pBox->fU), static_cast<int>(pBox->fV));
pNewBox->visible=false;
if (pBox->fM > 0) pNewBox->bMirror = true; // check if this box has the mirror flag
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);
}
return pNewBox;
}
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;
waist = nullptr;
belt = nullptr;
bodyArmor = nullptr;
armArmor0 = nullptr;
armArmor1 = nullptr;
legging0 = nullptr;
legging1 = nullptr;
sock0 = nullptr;
sock1 = nullptr;
boot0 = nullptr;
boot1 = nullptr;
m_fYOffset=yOffset;
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);
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);
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);
waist = new ModelPart(this, 0, 0);
waist->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Waist
waist->setPos(0, 0 + yOffset, 0);
belt = new ModelPart(this, 0, 0);
belt->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Belt
belt->setPos(0, 0 + yOffset, 0);
bodyArmor = new ModelPart(this, 0, 0);
bodyArmor->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // BodyArmor
bodyArmor->setPos(0, 0 + yOffset, 0);
armArmor0 = new ModelPart(this, 0, 0);
armArmor0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // ArmArmor0
armArmor0->setPos(-5, 2 + yOffset, 0);
armArmor1 = new ModelPart(this, 0, 0);
armArmor1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // ArmArmor1
armArmor1->setPos(5, 2 + yOffset, 0);
legging0 = new ModelPart(this, 0, 0);
legging0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Legging0
legging0->setPos(-1.9, 12 + yOffset, 0);
legging1 = new ModelPart(this, 0, 0);
legging1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Legging1
legging1->setPos(1.9, 12 + yOffset, 0);
sock0 = new ModelPart(this, 0, 0);
sock0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Sock0
sock0->setPos(-1.9, 12 + yOffset, 0);
sock1 = new ModelPart(this, 0, 0);
sock1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Sock1
sock1->setPos(1.9, 12 + yOffset, 0);
boot0 = new ModelPart(this, 0, 0);
boot0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Boot0
boot0->setPos(-1.9, 12 + yOffset, 0);
boot1 = new ModelPart(this, 0, 0);
boot1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Boot1
boot1->setPos(1.9, 12 + yOffset, 0);
}
if (texHeight == 64)
{
arm0 = new ModelPart(this, 24 + 16, 16);
arm1 = new ModelPart(this, 16 + 16, 48);
sleeve0 = new ModelPart(this, 24 + 16, 32);
sleeve1 = new ModelPart(this, 32 + 16, 48);
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
cloak->compile(1.0f/16.0f);
ear->compile(1.0f/16.0f);
head->compile(1.0f/16.0f);
body->compile(1.0f/16.0f);
arm0->compile(1.0f/16.0f);
arm1->compile(1.0f/16.0f);
leg0->compile(1.0f/16.0f);
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);
if (waist != 0)
waist->compile(1.0f/16.0f);
if (belt != 0)
belt->compile(1.0f/16.0f);
if (bodyArmor != 0)
bodyArmor->compile(1.0f/16.0f);
if (armArmor0 != 0)
armArmor0->compile(1.0f/16.0f);
if (armArmor1 != 0)
armArmor1->compile(1.0f/16.0f);
if (legging0 != 0)
legging0->compile(1.0f/16.0f);
if (legging1 != 0)
legging1->compile(1.0f/16.0f);
if (sock0 != 0)
sock0->compile(1.0f/16.0f);
if (sock1 != 0)
sock1->compile(1.0f/16.0f);
if (boot0 != 0)
boot0->compile(1.0f/16.0f);
if (boot1 != 0)
boot1->compile(1.0f/16.0f);
holdingLeftHand=0;
holdingRightHand=0;
sneaking=false;
idle=false;
bowAndArrow=false;
// 4J added
eating = false;
eating_t = 0.0f;
eating_swing = 0.0f;
m_uiAnimOverrideBitmask = 0L;
m_isArmor = isArmor;
}
HumanoidModel::HumanoidModel() : Model()
{
_init(0, 0, 64, 32, false, false);
}
HumanoidModel::HumanoidModel(float g) : Model()
{
_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, 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)
{
if(entity != nullptr)
{
m_uiAnimOverrideBitmask=entity->getAnimOverrideBitmask();
}
setupAnim(time, r, bob, yRot, xRot, scale, entity, m_uiAnimOverrideBitmask);
if (young)
{
float ss = 2.0f;
glPushMatrix();
glScalef(1.5f / ss, 1.5f / ss, 1.5f / ss);
glTranslatef(0, 16 * scale, 0);
head->render(scale, usecompiled);
glPopMatrix();
glPushMatrix();
glScalef(1 / ss, 1 / ss, 1 / ss);
glTranslatef(0, 24 * scale, 0);
body->render(scale, usecompiled);
arm0->render(scale, usecompiled);
arm1->render(scale, usecompiled);
leg0->render(scale, usecompiled);
leg1->render(scale, usecompiled);
hair->render(scale, usecompiled);
glPopMatrix();
}
else
{
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);
if (waist != 0)
waist->render(scale, usecompiled);
if (belt != 0)
belt->render(scale, usecompiled);
if (bodyArmor != 0)
bodyArmor->render(scale, usecompiled);
if (armArmor0 != 0)
armArmor0->render(scale, usecompiled);
if (armArmor1 != 0)
armArmor1->render(scale, usecompiled);
if (legging0 != 0)
legging0->render(scale, usecompiled);
if (legging1 != 0)
legging1->render(scale, usecompiled);
if (sock0 != 0)
sock0->render(scale, usecompiled);
if (sock1 != 0)
sock1->render(scale, usecompiled);
if (boot0 != 0)
boot0->render(scale, usecompiled);
if (boot1 != 0)
boot1->render(scale, usecompiled);
}
}
void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
{
//bool bIsAttacking = (attackTime > -9990.0f);
{
head->yRot = yRot / (float) (180.0f / PI);
head->xRot = xRot / (float) (180.0f / PI);
hair->yRot = head->yRot;
hair->xRot = head->xRot;
body->z = 0.0f;
// Does the skin have an override for anim?
if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsDown))
{
arm0->xRot=0.0f;
arm1->xRot=0.0f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsOutFront))
{
arm0->xRot=-HALF_PI;
arm1->xRot=-HALF_PI;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleArms))
{
arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
arm1->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
// 4J-PB - Weeping Angel - does't look good holding something in the arm that's up
else if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty)) && (holdingRightHand==0) && (attackTime==0.0f))
{
arm0->xRot = -PI;
arm0->zRot = -0.3f;
arm1->xRot = ( Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
arm1->zRot = 0.0f;
}
else
{
arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
arm1->xRot = ( Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
leg0->yRot = 0.0f;
leg1->yRot = 0.0f;
if (riding)
{
if ((uiBitmaskOverrideAnim&(1<<eAnim_SmallModel)) == 0)
{
arm0->xRot += -HALF_PI * 0.4f;
arm1->xRot += -HALF_PI * 0.4f;
leg0->xRot = -HALF_PI * 0.8f;
leg1->xRot = -HALF_PI * 0.8f;
leg0->yRot = HALF_PI * 0.2f;
leg1->yRot = -HALF_PI * 0.2f;
}
else
{
arm0->xRot += -HALF_PI * 0.4f;
arm1->xRot += -HALF_PI * 0.4f;
leg0->xRot = -HALF_PI * 0.4f;
leg1->xRot = -HALF_PI * 0.4f;
}
}
else if(idle && !sneaking )
{
leg0->xRot = -HALF_PI;
leg1->xRot = -HALF_PI;
leg0->yRot = HALF_PI * 0.2f;
leg1->yRot = -HALF_PI * 0.2f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_NoLegAnim))
{
leg0->xRot=0.0f;
leg0->zRot=0.0f;
leg1->xRot=0.0f;
leg1->zRot=0.0f;
leg0->yRot = 0.0f;
leg1->yRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleLegs))
{
leg0->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
leg1->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
}
else
{
leg0->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
leg1->xRot = ( Mth::cos(time * 0.6662f + PI) * 1.4f) * r;
}
if (holdingLeftHand != 0)
{
arm1->xRot = arm1->xRot * 0.5f - HALF_PI * 0.2f * holdingLeftHand;
}
if (holdingRightHand != 0)
{
arm0->xRot = arm0->xRot * 0.5f - HALF_PI * 0.2f * holdingRightHand;
}
arm0->yRot = 0.0f;
arm1->yRot = 0.0f;
if (attackTime > -9990.0f)
{
float swing = attackTime;
body->yRot = Mth::sin(sqrt(swing) * PI * 2.0f) * 0.2f;
arm0->z = Mth::sin(body->yRot) * 5.0f;
arm0->x = -Mth::cos(body->yRot) * 5.0f;
arm1->z = -Mth::sin(body->yRot) * 5.0f;
arm1->x = Mth::cos(body->yRot) * 5.0f;
arm0->yRot += body->yRot;
arm1->yRot += body->yRot;
arm1->xRot += body->yRot;
swing = 1.0f - attackTime;
swing *= swing;
swing *= swing;
swing = 1.0f - swing;
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;
if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty))&& (holdingRightHand==0) && (attackTime==0.0f))
{
arm0->zRot -= Mth::sin(attackTime * PI) * -0.4f;
}
else
{
arm0->zRot = Mth::sin(attackTime * PI) * -0.4f;
}
}
// 4J added
if( eating )
{
// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
float is = 1 - eating_swing;
is = is * is * is;
is = is * is * is;
is = is * is * is;
float iss = 1 - is;
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)
{
if(uiBitmaskOverrideAnim&(1<<eAnim_SmallModel))
{
body->xRot = -0.5f;
leg0->xRot -= 0.0f;
leg1->xRot -= 0.0f;
arm0->xRot += 0.4f;
arm1->xRot += 0.4f;
leg0->z = -4.0f;
leg1->z = -4.0f;
body->z = 2.0f;
body->y = 0.0f;
arm0->y = 2.0f;
arm1->y = 2.0f;
leg0->y = +9.0f;
leg1->y = +9.0f;
head->y = +1.0f;
hair->y = +1.0f;
ear->y = +1.0f;
cloak->y = 0.0f;
}
else
{
body->xRot = 0.5f;
leg0->xRot -= 0.0f;
leg1->xRot -= 0.0f;
arm0->xRot += 0.4f;
arm1->xRot += 0.4f;
leg0->z = +4.0f;
leg1->z = +4.0f;
body->y = 0.0f;
arm0->y = 2.0f;
arm1->y = 2.0f;
leg0->y = +9.0f;
leg1->y = +9.0f;
head->y = +1.0f;
hair->y = +1.0f;
ear->y = +1.0f;
cloak->y = 0.0f;
}
}
else
{
body->xRot = 0.0f;
leg0->z = 0.1f;
leg1->z = 0.1f;
if(!riding && idle)
{
leg0->y = 22.0f;
leg1->y = 22.0f;
body->y = 10.0f;
arm0->y = 12.0f;
arm1->y = 12.0f;
head->y = 10.0f;
hair->y = 10.0f;
ear->y = 11.0f;
cloak->y = 10.0f;
}
else
{
leg0->y = 12.0f;
leg1->y = 12.0f;
body->y = 0.0f;
arm0->y = 2.0f;
arm1->y = 2.0f;
head->y = 0.0f;
hair->y = 0.0f;
ear->y = 1.0f;
cloak->y = 0.0f;
}
}
arm0->zRot += ((Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
arm1->zRot -= ((Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
arm0->xRot += ((Mth::sin(bob * 0.067f)) * 0.05f);
arm1->xRot -= ((Mth::sin(bob * 0.067f)) * 0.05f);
if (bowAndArrow)
{
float attack2 = 0.0f;
float attack = 0.0f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
arm0->yRot = -(0.1f - attack2 * 0.6f) + head->yRot;
arm1->yRot = +(0.1f - attack2 * 0.6f) + head->yRot + 0.4f;
arm0->xRot = -HALF_PI + head->xRot;
arm1->xRot = -HALF_PI + head->xRot;
arm0->xRot -= attack2 * 1.2f - attack * 0.4f;
arm1->xRot -= attack2 * 1.2f - attack * 0.4f;
arm0->zRot += ((float) (Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
arm1->zRot -= ((float) (Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
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;
}
if (waist != 0)
{
waist->x = body->x;
waist->y = body->y;
waist->z = body->z;
waist->xRot = body->xRot;
waist->yRot = body->yRot;
waist->zRot = body->zRot;
}
if (belt != 0)
{
belt->x = body->x;
belt->y = body->y;
belt->z = body->z;
belt->xRot = body->xRot;
belt->yRot = body->yRot;
belt->zRot = body->zRot;
}
if (bodyArmor != 0)
{
bodyArmor->x = body->x;
bodyArmor->y = body->y;
bodyArmor->z = body->z;
bodyArmor->xRot = body->xRot;
bodyArmor->yRot = body->yRot;
bodyArmor->zRot = body->zRot;
}
if (armArmor0 != 0)
{
armArmor0->x = arm0->x;
armArmor0->y = arm0->y;
armArmor0->z = arm0->z;
armArmor0->xRot = arm0->xRot;
armArmor0->yRot = arm0->yRot;
armArmor0->zRot = arm0->zRot;
}
if (armArmor1 != 0)
{
armArmor1->x = arm1->x;
armArmor1->y = arm1->y;
armArmor1->z = arm1->z;
armArmor1->xRot = arm1->xRot;
armArmor1->yRot = arm1->yRot;
armArmor1->zRot = arm1->zRot;
}
if (legging0 != 0)
{
legging0->x = leg0->x;
legging0->y = leg0->y;
legging0->z = leg0->z;
legging0->xRot = leg0->xRot;
legging0->yRot = leg0->yRot;
legging0->zRot = leg0->zRot;
}
if (legging1 != 0)
{
legging1->x = leg1->x;
legging1->y = leg1->y;
legging1->z = leg1->z;
legging1->xRot = leg1->xRot;
legging1->yRot = leg1->yRot;
legging1->zRot = leg1->zRot;
}
if (sock0 != 0)
{
sock0->x = leg0->x;
sock0->y = leg0->y;
sock0->z = leg0->z;
sock0->xRot = leg0->xRot;
sock0->yRot = leg0->yRot;
sock0->zRot = leg0->zRot;
}
if (sock1 != 0)
{
sock1->x = leg1->x;
sock1->y = leg1->y;
sock1->z = leg1->z;
sock1->xRot = leg1->xRot;
sock1->yRot = leg1->yRot;
sock1->zRot = leg1->zRot;
}
if (boot0 != 0)
{
boot0->x = leg0->x;
boot0->y = leg0->y;
boot0->z = leg0->z;
boot0->xRot = leg0->xRot;
boot0->yRot = leg0->yRot;
boot0->zRot = leg0->zRot;
}
if (boot1 != 0)
{
boot1->x = leg1->x;
boot1->y = leg1->y;
boot1->z = leg1->z;
boot1->xRot = leg1->xRot;
boot1->yRot = leg1->yRot;
boot1->zRot = leg1->zRot;
}
}
}
void HumanoidModel::renderHair(float scale,bool 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);
}
void HumanoidModel::renderCloak(float scale,bool usecompiled)
{
cloak->render(scale,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;
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);
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);
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);
}