chore: format Minecraft.Client

This commit is contained in:
Tropical
2026-03-13 17:10:10 -05:00
parent 33d0737d1d
commit e8424f2000
531 changed files with 67709 additions and 62690 deletions

View File

@@ -3,35 +3,35 @@
#include "Models/ModelPart.h"
#include "Cube.h"
// 4J - added - helper function to set up vertex arrays
VertexArray Cube::VertexArray4(Vertex *v0, Vertex *v1, Vertex *v2, Vertex *v3)
{
VertexArray ret = VertexArray(4);
ret[0] = v0;
ret[1] = v1;
ret[2] = v2;
ret[3] = v3;
VertexArray Cube::VertexArray4(Vertex* v0, Vertex* v1, Vertex* v2, Vertex* v3) {
VertexArray ret = VertexArray(4);
ret[0] = v0;
ret[1] = v1;
ret[2] = v2;
ret[3] = v3;
return ret;
return ret;
}
//void Cube::addBox(float x0, float y0, float z0, int w, int h, int d, float g)
Cube::Cube(ModelPart *modelPart, int xTexOffs, int yTexOffs, float x0, float y0, float z0, int w, int h, int d, float g, int faceMask /* = 63 */, bool bFlipPoly3UVs) : // 4J - added faceMask, added bFlipPoly3UVs to reverse the uvs back so player skins display right
x0(x0),
y0(y0),
z0(z0),
x1(x0 + w),
y1(y0 + h),
z1(z0 + d)
{
// this->x0 = x0;
// this->y0 = y0;
// this->z0 = z0;
// this->x1 = x0 + w;
// this->y1 = y0 + h;
// this->z1 = z0 + d;
// void Cube::addBox(float x0, float y0, float z0, int w, int h, int d, float g)
Cube::Cube(ModelPart* modelPart, int xTexOffs, int yTexOffs, float x0, float y0,
float z0, int w, int h, int d, float g, int faceMask /* = 63 */,
bool bFlipPoly3UVs)
: // 4J - added faceMask, added bFlipPoly3UVs to reverse the uvs back so
// player skins display right
x0(x0),
y0(y0),
z0(z0),
x1(x0 + w),
y1(y0 + h),
z1(z0 + d) {
// this->x0 = x0;
// this->y0 = y0;
// this->z0 = z0;
// this->x1 = x0 + w;
// this->y1 = y0 + h;
// this->z1 = z0 + d;
vertices = VertexArray(8);
polygons = PolygonArray(6);
@@ -47,22 +47,21 @@ Cube::Cube(ModelPart *modelPart, int xTexOffs, int yTexOffs, float x0, float y0,
y1 += g;
z1 += g;
if (modelPart->bMirror)
{
if (modelPart->bMirror) {
float tmp = x1;
x1 = x0;
x0 = tmp;
}
Vertex *u0 = new Vertex(x0, y0, z0, 0, 0);
Vertex *u1 = new Vertex(x1, y0, z0, 0, 8);
Vertex *u2 = new Vertex(x1, y1, z0, 8, 8);
Vertex *u3 = new Vertex(x0, y1, z0, 8, 0);
Vertex *l0 = new Vertex(x0, y0, z1, 0, 0);
Vertex *l1 = new Vertex(x1, y0, z1, 0, 8);
Vertex *l2 = new Vertex(x1, y1, z1, 8, 8);
Vertex *l3 = new Vertex(x0, y1, z1, 8, 0);
Vertex* u0 = new Vertex(x0, y0, z0, 0, 0);
Vertex* u1 = new Vertex(x1, y0, z0, 0, 8);
Vertex* u2 = new Vertex(x1, y1, z0, 8, 8);
Vertex* u3 = new Vertex(x0, y1, z0, 8, 0);
Vertex* l0 = new Vertex(x0, y0, z1, 0, 0);
Vertex* l1 = new Vertex(x1, y0, z1, 0, 8);
Vertex* l2 = new Vertex(x1, y1, z1, 8, 8);
Vertex* l3 = new Vertex(x0, y1, z1, 8, 0);
vertices[0] = u0;
vertices[1] = u1;
@@ -73,41 +72,61 @@ Cube::Cube(ModelPart *modelPart, int xTexOffs, int yTexOffs, float x0, float y0,
vertices[6] = l2;
vertices[7] = l3;
// 4J - added ability to mask individual faces
int faceCount = 0;
if( faceMask & 1 ) polygons[faceCount++] = new _Polygon(VertexArray4(l1, u1, u2, l2), xTexOffs + d + w, yTexOffs + d, xTexOffs + d + w + d, yTexOffs + d + h, modelPart->xTexSize, modelPart->yTexSize); // Right
if( faceMask & 2 ) polygons[faceCount++] = new _Polygon(VertexArray4(u0, l0, l3, u3), xTexOffs + 0, yTexOffs + d, xTexOffs + d, yTexOffs + d + h, modelPart->xTexSize, modelPart->yTexSize); // Left
if( faceMask & 4 ) polygons[faceCount++] = new _Polygon(VertexArray4(l1, l0, u0, u1), xTexOffs + d, yTexOffs + 0, xTexOffs + d + w, yTexOffs + d, modelPart->xTexSize, modelPart->yTexSize); // Up
if(bFlipPoly3UVs)
{
if( faceMask & 8 ) polygons[faceCount++] = new _Polygon(VertexArray4(u2, u3, l3, l2), xTexOffs + d + w, yTexOffs + 0, xTexOffs + d + w + w, yTexOffs + d, modelPart->xTexSize, modelPart->yTexSize); // Down
}
else
{
if( faceMask & 8 ) polygons[faceCount++] = new _Polygon(VertexArray4(u2, u3, l3, l2), xTexOffs + d + w, yTexOffs + d, xTexOffs + d + w + w, yTexOffs + 0, modelPart->xTexSize, modelPart->yTexSize); // Down
}
if( faceMask & 16 ) polygons[faceCount++] = new _Polygon(VertexArray4(u1, u0, u3, u2), xTexOffs + d, yTexOffs + d, xTexOffs + d + w, yTexOffs + d + h, modelPart->xTexSize, modelPart->yTexSize); // Front
if( faceMask & 32 ) polygons[faceCount++] = new _Polygon(VertexArray4(l0, l1, l2, l3), xTexOffs + d + w + d, yTexOffs + d, xTexOffs + d + w + d + w, yTexOffs + d + h, modelPart->xTexSize, modelPart->yTexSize); // Back
polygons.length = faceCount;
// 4J - added ability to mask individual faces
int faceCount = 0;
if (faceMask & 1)
polygons[faceCount++] =
new _Polygon(VertexArray4(l1, u1, u2, l2), xTexOffs + d + w,
yTexOffs + d, xTexOffs + d + w + d, yTexOffs + d + h,
modelPart->xTexSize, modelPart->yTexSize); // Right
if (faceMask & 2)
polygons[faceCount++] =
new _Polygon(VertexArray4(u0, l0, l3, u3), xTexOffs + 0,
yTexOffs + d, xTexOffs + d, yTexOffs + d + h,
modelPart->xTexSize, modelPart->yTexSize); // Left
if (faceMask & 4)
polygons[faceCount++] =
new _Polygon(VertexArray4(l1, l0, u0, u1), xTexOffs + d,
yTexOffs + 0, xTexOffs + d + w, yTexOffs + d,
modelPart->xTexSize, modelPart->yTexSize); // Up
if (bFlipPoly3UVs) {
if (faceMask & 8)
polygons[faceCount++] =
new _Polygon(VertexArray4(u2, u3, l3, l2), xTexOffs + d + w,
yTexOffs + 0, xTexOffs + d + w + w, yTexOffs + d,
modelPart->xTexSize, modelPart->yTexSize); // Down
} else {
if (faceMask & 8)
polygons[faceCount++] =
new _Polygon(VertexArray4(u2, u3, l3, l2), xTexOffs + d + w,
yTexOffs + d, xTexOffs + d + w + w, yTexOffs + 0,
modelPart->xTexSize, modelPart->yTexSize); // Down
}
if (faceMask & 16)
polygons[faceCount++] =
new _Polygon(VertexArray4(u1, u0, u3, u2), xTexOffs + d,
yTexOffs + d, xTexOffs + d + w, yTexOffs + d + h,
modelPart->xTexSize, modelPart->yTexSize); // Front
if (faceMask & 32)
polygons[faceCount++] = new _Polygon(
VertexArray4(l0, l1, l2, l3), xTexOffs + d + w + d, yTexOffs + d,
xTexOffs + d + w + d + w, yTexOffs + d + h, modelPart->xTexSize,
modelPart->yTexSize); // Back
polygons.length = faceCount;
if (modelPart->bMirror)
{
if (modelPart->bMirror) {
for (unsigned int i = 0; i < polygons.length; i++)
polygons[i]->mirror();
}
}
void Cube::render(Tesselator *t,float scale)
{
for (int i = 0; i < polygons.length; i++)
{
polygons[i]->render(t, scale);
}
void Cube::render(Tesselator* t, float scale) {
for (int i = 0; i < polygons.length; i++) {
polygons[i]->render(t, scale);
}
}
Cube *Cube::setId(const std::wstring &id)
{
this->id = id;
return this;
Cube* Cube::setId(const std::wstring& id) {
this->id = id;
return this;
}