neoLegacy/Minecraft.Client/HumanoidModel.h
Langtanium ac3df25056 Added skin offsets code
Added code to apply skin offsets if present on skin. Armor offsets defined in skin will also be applied.
2026-05-20 13:32:44 -07:00

105 lines
3.6 KiB
C++

#pragma once
#include "Model.h"
#include "SkinOffset.h"
class HumanoidModel : public Model
{
public:
ModelPart* head, * hair, * body, * jacket, * arm0, * sleeve0, * arm1, * sleeve1, * leg0, * pants0, * leg1, * pants1, * ear, * cloak;
ModelPart* waist, * belt, * bodyArmor, * armArmor0, * armArmor1, * legging0, * legging1, * sock0, * sock1, * boot0, * boot1;
ModelPart* elytraLeft, * elytraRight;
int holdingLeftHand;
int holdingRightHand;
bool idle;
bool sneaking;
bool bowAndArrow;
bool eating;
float eating_t;
float eating_swing;
bool elytraFlying;
bool elytraCrouching;
bool m_isArmor;
unsigned int m_uiAnimOverrideBitmask;
float m_fYOffset;
enum animbits
{
eAnim_ArmsDown = 0,
eAnim_ArmsOutFront,
eAnim_NoLegAnim,
eAnim_HasIdle,
eAnim_ForceAnim,
eAnim_SingleLegs,
eAnim_SingleArms,
eAnim_StatueOfLiberty,
eAnim_DontRenderArmour,
eAnim_NoBobbing,
eAnim_DisableRenderHead,
eAnim_DisableRenderArm0,
eAnim_DisableRenderArm1,
eAnim_DisableRenderTorso,
eAnim_DisableRenderLeg0,
eAnim_DisableRenderLeg1,
eAnim_DisableRenderHair,
eAnim_SmallModel,
eAnim_WideModel,
eAnim_SlimModel,
eAnim_DisableRenderSleeve1,
eAnim_DisableRenderSleeve0,
eAnim_DisableRenderPants1,
eAnim_DisableRenderPants0,
eAnim_DisableRenderJacket,
eAnim_RenderArmorHead,
eAnim_RenderArmorArm0,
eAnim_RenderArmorArm1,
eAnim_RenderArmorTorso,
eAnim_RenderArmorLeg0,
eAnim_RenderArmorLeg1,
eAnim_Dinnerbone
};
static const unsigned int m_staticBitmaskIgnorePlayerCustomAnimSetting =
(1 << HumanoidModel::eAnim_ForceAnim) |
(1 << HumanoidModel::eAnim_DisableRenderArm0) |
(1 << HumanoidModel::eAnim_DisableRenderArm1) |
(1 << HumanoidModel::eAnim_DisableRenderTorso) |
(1 << HumanoidModel::eAnim_DisableRenderLeg0) |
(1 << HumanoidModel::eAnim_DisableRenderLeg1) |
(1 << HumanoidModel::eAnim_DisableRenderHair) |
(1 << HumanoidModel::eAnim_DisableRenderJacket) |
(1 << HumanoidModel::eAnim_DisableRenderSleeve0) |
(1 << HumanoidModel::eAnim_DisableRenderSleeve1) |
(1 << HumanoidModel::eAnim_DisableRenderPants0) |
(1 << HumanoidModel::eAnim_DisableRenderPants1);
void _init(float g, float yOffset, int texWidth, int texHeight, bool slim, bool isArmor);
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 slim);
virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
virtual void renderUI(float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *skinOffsets);
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);
void renderEars(float scale, bool usecompiled);
void renderCloak(float scale, bool usecompiled);
void renderElytra(float scale, bool usecompiled);
void render(HumanoidModel* model, float scale, bool usecompiled);
ModelPart* AddOrRetrievePart(SKIN_BOX* pBox);
void setAllVisible(bool visible);
void translateToHandItem(float scale);
void copyPropertiesFrom(HumanoidModel* other);
bool IsBodyPartDisabled(animbits bit);
};