#include "stdafx.h" #include "HumanoidMobRenderer.h" #include "ArmorStandRenderer.h" #include "ArmorStandArmorModel.h" #include "HumanoidModel.h" #include "ArmorStandModel.h" #include "CustomHeadLayer.h" #include "Textures.h" #include "../Minecraft.World/ArmorStand.h" #include "../Minecraft.World/ArmorItem.h" #include "../Minecraft.World/Tile.h" #include "../Minecraft.World/Facing.h" #include #include "EntityRenderDispatcher.h" #include "SkullTileRenderer.h" #include "PlayerRenderer.h" #include "../Minecraft.World/SkullItem.h" #include "../Minecraft.World/SkullTileEntity.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) { armorLayer = new ArmorStandArmorLayer(this); ArmorStandModel* m = static_cast(getModel()); headLayer = m ? new CustomHeadLayer(m->head, this) : nullptr; } 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) { shared_ptr stand = dynamic_pointer_cast(mob); glRotatef(180.0f - bodyRot, 0.0f, 1.0f, 0.0f); if (stand) { long long ticksSinceHit = (long long)stand->tickCount - stand->lastHit; if (ticksSinceHit >= 0 && ticksSinceHit < 5) { float wobble = (float)(ticksSinceHit + a) / 5.0f; float angle = (float)stand->hurtDir * sinf(wobble * 3.14159265f) * 3.0f; glRotatef(angle, 0.0f, 0.0f, 1.0f); } } } 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.x * DEG_TO_RAD, h.y * DEG_TO_RAD, h.z * DEG_TO_RAD, b.x * DEG_TO_RAD, b.y * DEG_TO_RAD, b.z * DEG_TO_RAD, la.x * DEG_TO_RAD, la.y * DEG_TO_RAD, la.z * DEG_TO_RAD, ra.x * DEG_TO_RAD, ra.y * DEG_TO_RAD, ra.z * DEG_TO_RAD, 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) { if (!am) return; am->head->xRot = h.x * DEG_TO_RAD; am->head->yRot = h.y * DEG_TO_RAD; am->head->zRot = h.z * DEG_TO_RAD; if (am->hair) { am->hair->xRot = h.x * DEG_TO_RAD; am->hair->yRot = h.y * DEG_TO_RAD; am->hair->zRot = h.z * DEG_TO_RAD; } am->body->xRot = b.x * DEG_TO_RAD; am->body->yRot = b.y * DEG_TO_RAD; am->body->zRot = b.z * DEG_TO_RAD; am->arm1->xRot = la.x * DEG_TO_RAD; am->arm1->yRot = la.y * DEG_TO_RAD; am->arm1->zRot = la.z * DEG_TO_RAD; am->arm0->xRot = ra.x * DEG_TO_RAD; am->arm0->yRot = ra.y * DEG_TO_RAD; am->arm0->zRot = ra.z * DEG_TO_RAD; am->leg0->xRot = rl.x * DEG_TO_RAD; am->leg0->yRot = rl.y * DEG_TO_RAD; am->leg0->zRot = rl.z * DEG_TO_RAD; am->leg1->xRot = ll.x * DEG_TO_RAD; am->leg1->yRot = ll.y * DEG_TO_RAD; am->leg1->zRot = ll.z * DEG_TO_RAD; }; applyPose(static_cast(armorLayer->armorModel1)); applyPose(static_cast(armorLayer->armorModel2)); } LivingEntityRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale); if (headLayer) { float fScale = 1.0f / 16.0f; float bodyRot = mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * 0.0f; float headRot = mob->yHeadRotO + (mob->yHeadRot - mob->yHeadRotO) * 0.0f; float headRotX = mob->xRotO + (mob->xRot - mob->xRotO) * 0.0f; headLayer->render(mob, wp, ws, bob, headRot - bodyRot, headRotX, fScale, true); } } void ArmorStandRenderer::additionalRendering(shared_ptr mob, float a) { } int ArmorStandRenderer::prepareArmor(shared_ptr mob, int layer, float a) { if (!armorLayer) return -1; shared_ptr itemInstance = mob->getArmor(3 - layer); if (!itemInstance) return -1; Item* item = itemInstance->getItem(); if (!item) return -1; ArmorItem* armorItem = dynamic_cast(item); 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); 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); return itemInstance->isEnchanted() ? 0x1f : 0x10; } glColor3f(1.0f, 1.0f, 1.0f); return itemInstance->isEnchanted() ? 15 : 1; }