fix: armorstand head now renders correctly

This commit is contained in:
Lord_Cambion 2026-04-18 14:06:44 +02:00
parent ab469e6330
commit 88b00755de
4 changed files with 12 additions and 165 deletions

View file

@ -21,11 +21,9 @@ static const float DEG_TO_RAD = 3.14159265f / 180.0f;
ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND = ResourceLocation(TN_MOB_ARMORSTAND);
ArmorStandRenderer::ArmorStandArmorLayer::ArmorStandArmorLayer(LivingEntityRenderer* renderer)
: HumanoidArmorLayer(renderer)
{
delete armorModel1;
delete armorModel2;
armorModel1 = new ArmorStandArmorModel(0.5f);
@ -46,21 +44,18 @@ ArmorStandRenderer::ArmorStandRenderer()
armorLayer = new ArmorStandArmorLayer(this);
ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
headLayer = m ? new CustomHeadLayer(m->head, this) : nullptr;
}
ArmorStandRenderer::~ArmorStandRenderer() {}
ResourceLocation* ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
return &LOC_ARMOR_STAND;
}
bool ArmorStandRenderer::shouldShowName(shared_ptr<LivingEntity> entity)
{
if (!entity) return false;
@ -85,7 +80,6 @@ void ArmorStandRenderer::setupRotations(shared_ptr<LivingEntity> mob,
}
}
void ArmorStandRenderer::render(shared_ptr<Entity> entity,
double x, double y, double z,
float rot, float a)
@ -93,7 +87,6 @@ void ArmorStandRenderer::render(shared_ptr<Entity> entity,
LivingEntityRenderer::render(entity, x, y, z, rot, a);
}
void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
float wp, float ws, float bob,
float headRotMinusBodyRot,
@ -120,6 +113,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
ll.x * DEG_TO_RAD, ll.y * DEG_TO_RAD, ll.z * DEG_TO_RAD,
rl.x * DEG_TO_RAD, rl.y * DEG_TO_RAD, rl.z * DEG_TO_RAD
);
if (armorLayer)
{
auto applyPose = [&](HumanoidModel* am)
@ -157,7 +151,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
LivingEntityRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale);
if (headLayer)
{
float fScale = 1.0f / 16.0f;
@ -171,39 +165,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
void ArmorStandRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
{
shared_ptr<ItemInstance> headGear = mob->getArmor(3);
if (!headGear) return;
if ((mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_DontRenderArmour)) != 0) return;
Item* item = headGear->getItem();
if (!item) return;
if (dynamic_cast<SkullItem*>(item)) return;
if (item->id >= 256) return;
ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
if (!m || !m->head) return;
glPushMatrix();
m->head->translateTo(1.0f / 16.0f);
if (Tile::tiles[headGear->id] != nullptr
&& TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
{
float s = 10.0f / 16.0f;
glTranslatef(0.0f, -4.0f / 16.0f, 0.0f);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
glScalef(s, -s, s);
}
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
glPopMatrix();
}
@ -217,59 +179,14 @@ int ArmorStandRenderer::prepareArmor(shared_ptr<LivingEntity> mob, int layer, fl
Item* item = itemInstance->getItem();
if (!item) return -1;
SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
if (skullItem && layer == 0)
{
HumanoidModel* am = armorLayer->getArmorModel(layer);
if (!am) return -1;
am->head->visible = true;
if (am->hair) am->hair->visible = false;
am->body->visible = false;
am->arm0->visible = false;
am->arm1->visible = false;
am->leg0->visible = false;
am->leg1->visible = false;
int skullType = itemInstance->getAuxValue() & 0xF;
switch (skullType)
{
case SkullTileEntity::TYPE_WITHER:
bindTexture(&PlayerRenderer::WITHER_SKELETON_LOCATION);
break;
case SkullTileEntity::TYPE_ZOMBIE:
bindTexture(&PlayerRenderer::ZOMBIE_LOCATION);
break;
case SkullTileEntity::TYPE_CREEPER:
bindTexture(&PlayerRenderer::CREEPER_LOCATION);
break;
case SkullTileEntity::TYPE_CHAR:
bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
break;
case SkullTileEntity::TYPE_SKELETON:
default:
bindTexture(&PlayerRenderer::SKELETON_LOCATION);
break;
}
setArmor(am);
am->attackTime = model->attackTime;
am->riding = model->riding;
am->young = mob->isBaby();
return 1;
}
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
if (!armorItem) return -1;
if (!armorItem) return -1;
bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
HumanoidModel* am = armorLayer->getArmorModel(layer);
if (!am) return -1;
am->head->visible = (layer == 0);
if (am->hair) am->hair->visible = (layer == 0);
am->body->visible = (layer == 1 || layer == 2);

View file

@ -30,14 +30,12 @@ void CustomHeadLayer::render(shared_ptr<LivingEntity> mob,
float headRot, float headRotX,
float scale, bool useCompiled)
{
shared_ptr<ItemInstance> helmet = mob->getArmor(3);
if (!helmet) return;
Item* item = helmet->getItem();
if (!item) return;
if (mob->instanceof(eTYPE_PLAYER))
{
_SkinAdjustments adj;
@ -46,21 +44,19 @@ void CustomHeadLayer::render(shared_ptr<LivingEntity> mob,
}
bool isBaby = mob->isBaby();
bool isSkull = (item->id == Tile::skull_Id);
// FIX: Riconosciamo correttamente lo SkullItem invece dell'ID del Blocco
bool isSkull = (dynamic_cast<SkullItem*>(item) != nullptr);
glPushMatrix();
if (isBaby)
glTranslatef(0.0f, 0.2f, 0.0f);
headPart->translateTo(0.0625f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
if (isSkull)
{
glScalef(1.1875f, -1.1875f, -1.1875f);
if (isBaby)
@ -84,7 +80,6 @@ void CustomHeadLayer::render(shared_ptr<LivingEntity> mob,
}
else if (item->id < 256)
{
glTranslatef(0.0f, -0.25f, 0.0f);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
glScalef(0.625f, -0.625f, -0.625f);
@ -94,7 +89,6 @@ void CustomHeadLayer::render(shared_ptr<LivingEntity> mob,
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
Minecraft* mc = Minecraft::GetInstance();
if (mc)
{

View file

@ -86,10 +86,8 @@ unsigned int PlayerRenderer::getNametagColour(int index)
int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, float a)
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
// 4J-PB - need to disable rendering armour for some special skins (Daleks)
unsigned int uiAnimOverrideBitmask=player->getAnimOverrideBitmask();
if(uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))
{
@ -105,7 +103,6 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
HumanoidModel *armor = layer == 2 ? armorParts2 : armorParts1;
armor->head->visible = layer == 0;
@ -143,53 +140,10 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
return 1;
}
else if (dynamic_cast<SkullItem*>(item)) {
SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
HumanoidModel* armor = armorParts3;
auto t = new SkeletonHeadModel(0, 0, 64, 64, 1);
//armor->head->_init();
armor->head = t->head;
//armor->head->addHumanoidBox(-4, -8, -4, 8, 8, 8, 0.5); // Head
armor->head->visible = layer == 0;
armor->hair->visible = false;
armor->body->visible = false;
armor->arm0->visible = false;
armor->arm1->visible = false;
armor->leg0->visible = false;
armor->leg1->visible = false;
switch (itemInstance->getAuxValue())
{
case SkullTileEntity::TYPE_WITHER:
bindTexture(&WITHER_SKELETON_LOCATION);
break;
case SkullTileEntity::TYPE_ZOMBIE:
bindTexture(&ZOMBIE_LOCATION);
break;
case SkullTileEntity::TYPE_CREEPER:
bindTexture(&CREEPER_LOCATION);
break;
case SkullTileEntity::TYPE_CHAR:
{
bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
break;
}
case SkullTileEntity::TYPE_SKELETON:
default:
bindTexture(&SKELETON_LOCATION);
break;
}
setArmor(armor);
if (armor != nullptr) armor->attackTime = model->attackTime;
if (armor != nullptr) armor->riding = model->riding;
if (armor != nullptr) armor->young = model->young;
return 1;
return -1;
}
}
return -1;
}
void PlayerRenderer::prepareSecondPassArmor(shared_ptr<LivingEntity> _player, int layer, float a)

View file

@ -48,31 +48,13 @@ void SkullTileRenderer::renderSkull(float x, float y, float z, int face, float r
break;
case SkullTileEntity::TYPE_ZOMBIE:
bindTexture(&ZOMBIE_LOCATION);
//model = zombieModel;
model = skeletonModel;
break;
case SkullTileEntity::TYPE_CHAR:
{
Textures *textures = Minecraft::GetInstance()->textures;
if (getHeight(&PlayerRenderer::DEFAULT_LOCATION) == 64)
{
model = new SkeletonHeadModel(0, 0, 64, 64);
}
//if (!extra.empty())
//{
// wstring url = "http://skins.minecraft.net/MinecraftSkins/" + StringUtil.stripColor(extra) + ".png";
// if (!instance->tileEntityRenderDispatcher->textures->hasHttpTexture(url))
// {
// instance->tileEntityRenderDispatcher->textures->addHttpTexture(url, new MobSkinTextureProcessor());
// }
// bindTexture(url, "/mob/char.png");
//}
//else
{
bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
}
model = zombieModel;
bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
break;
}
case SkullTileEntity::TYPE_CREEPER: