#include "stdafx.h" #include "ArmorStandRenderer.h" #include "ArmorStandModel.h" #include "ArmorStandArmorModel.h" #include "HumanoidModel.h" #include "ItemInHandLayer.h" #include "CustomHeadLayer.h" #include "Textures.h" #include "HumanoidMobRenderer.h" #include "../Minecraft.World/ArmorStand.h" #include "../Minecraft.World/ArmorItem.h" 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); armorModel2 = new ArmorStandArmorModel(1.0f); } void ArmorStandRenderer::ArmorStandArmorLayer::createArmorModels() { delete armorModel1; delete armorModel2; armorModel1 = new ArmorStandArmorModel(0.5f); armorModel2 = new ArmorStandArmorModel(1.0f); } ArmorStandRenderer::ArmorStandRenderer() : LivingEntityRenderer(new ArmorStandModel(0.0f), 0.0f) { addLayer(new ArmorStandArmorLayer(this)); addLayer(new ItemInHandLayer(this)); ArmorStandModel* m = static_cast(getModel()); addLayer(new CustomHeadLayer(m->head)); } ArmorStandRenderer::~ArmorStandRenderer() { } ResourceLocation* ArmorStandRenderer::getTextureLocation(shared_ptr entity) { return &LOC_ARMOR_STAND; } bool ArmorStandRenderer::shouldShowName(shared_ptr entity) { if (!entity) return false; return entity->isCustomNameVisible(); } void ArmorStandRenderer::setupRotations(shared_ptr mob, float bob, float bodyRot, float a) { glRotatef(180.0f - bodyRot, 0.0f, 1.0f, 0.0f); } void ArmorStandRenderer::render(shared_ptr entity, double x, double y, double z, float rot, float a) { LivingEntityRenderer::render(entity, x, y, z, rot, a); } void ArmorStandRenderer::renderModel(shared_ptr mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale) { shared_ptr stand = dynamic_pointer_cast(mob); if (!stand) return; ArmorStandModel* m = static_cast(getModel()); if (!m) return; Rotations h = stand->getHeadPose(); Rotations b = stand->getBodyPose(); Rotations la = stand->getLeftArmPose(); Rotations ra = stand->getRightArmPose(); Rotations ll = stand->getLeftLegPose(); Rotations rl = stand->getRightLegPose(); m->setupPose( h.getX() * DEG_TO_RAD, h.getY() * DEG_TO_RAD, h.getZ() * DEG_TO_RAD, b.getX() * DEG_TO_RAD, b.getY() * DEG_TO_RAD, b.getZ() * DEG_TO_RAD, la.getX() * DEG_TO_RAD, la.getY() * DEG_TO_RAD, la.getZ() * DEG_TO_RAD, ra.getX() * DEG_TO_RAD, ra.getY() * DEG_TO_RAD, ra.getZ() * DEG_TO_RAD, ll.getX() * DEG_TO_RAD, ll.getY() * DEG_TO_RAD, ll.getZ() * DEG_TO_RAD, rl.getX() * DEG_TO_RAD, rl.getY() * DEG_TO_RAD, rl.getZ() * DEG_TO_RAD ); ArmorStandArmorLayer* al = getArmorLayer(); if (al) { auto applyPose = [&](HumanoidModel* am) { if (!am) return; am->head->xRot = h.getX() * DEG_TO_RAD; am->head->yRot = h.getY() * DEG_TO_RAD; am->head->zRot = h.getZ() * DEG_TO_RAD; if (am->hair) { am->hair->xRot = h.getX() * DEG_TO_RAD; am->hair->yRot = h.getY() * DEG_TO_RAD; am->hair->zRot = h.getZ() * DEG_TO_RAD; } am->body->xRot = b.getX() * DEG_TO_RAD; am->body->yRot = b.getY() * DEG_TO_RAD; am->body->zRot = b.getZ() * DEG_TO_RAD; am->arm1->xRot = la.getX() * DEG_TO_RAD; am->arm1->yRot = la.getY() * DEG_TO_RAD; am->arm1->zRot = la.getZ() * DEG_TO_RAD; am->arm0->xRot = ra.getX() * DEG_TO_RAD; am->arm0->yRot = ra.getY() * DEG_TO_RAD; am->arm0->zRot = ra.getZ() * DEG_TO_RAD; am->leg0->xRot = rl.getX() * DEG_TO_RAD; am->leg0->yRot = rl.getY() * DEG_TO_RAD; am->leg0->zRot = rl.getZ() * DEG_TO_RAD; am->leg1->xRot = ll.getX() * DEG_TO_RAD; am->leg1->yRot = ll.getY() * DEG_TO_RAD; am->leg1->zRot = ll.getZ() * DEG_TO_RAD; }; applyPose(static_cast(al->armorModel1)); applyPose(static_cast(al->armorModel2)); } LivingEntityRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale); for (size_t i = 0; i < renderLayers.size(); ++i) { if (renderLayers[i]) { renderLayers[i]->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true); } } } int ArmorStandRenderer::prepareArmor(shared_ptr mob, int layer, float a) { if (!armorLayer) return -1; shared_ptr itemInstance = mob->getArmor(3 - layer); if (itemInstance != nullptr) { Item *item = itemInstance->getItem(); ArmorItem *armorItem = dynamic_cast(item); if (armorItem != nullptr) { bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer)); HumanoidModel *am = armorLayer->getArmorModel(layer); am->head->visible = (layer == 0); if (am->hair) am->hair->visible = (layer == 0); am->body->visible = (layer == 1 || layer == 2); am->arm0->visible = (layer == 1); am->arm1->visible = (layer == 1); am->leg0->visible = (layer == 2 || layer == 3); am->leg1->visible = (layer == 2 || layer == 3); setArmor(am); am->attackTime = model->attackTime; am->riding = model->riding; am->young = mob->isBaby(); if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH) { int color = armorItem->getColor(itemInstance); float red = static_cast((color >> 16) & 0xFF) / 255.0f; float green = static_cast((color >> 8) & 0xFF) / 255.0f; float blue = static_cast(color & 0xFF) / 255.0f; glColor3f(red, green, blue); if (itemInstance->isEnchanted()) return 0x1f; return 0x10; } glColor3f(1.0f, 1.0f, 1.0f); if (itemInstance->isEnchanted()) return 15; return 1; } } return -1; }