#include "stdafx.h" #include "ArmorStandRenderer.h" #include "Textures.h" #include "HumanoidModel.h" #include "ArmorStandModel.h" #include "..\Minecraft.World\ArmorStand.h" class ArmorStandArmorModel : public HumanoidModel { public: ArmorStandArmorModel(float scale) : HumanoidModel(scale) {} virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr entity, unsigned int uiBitmaskOverrideAnim = 0) override { } }; static const float DEG_TO_RAD = 3.14159265f / 180.0f; ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND = ResourceLocation(TN_MOB_ARMORSTAND); ArmorStandRenderer::ArmorStandRenderer() : HumanoidMobRenderer(new ArmorStandModel(), 0.0f, 1.0f) { createArmorParts(); } ResourceLocation *ArmorStandRenderer::getTextureLocation(shared_ptr entity) { return &LOC_ARMOR_STAND; } void ArmorStandRenderer::createArmorParts() { armorParts1 = new ArmorStandArmorModel(1.0f); armorParts2 = new ArmorStandArmorModel(0.5f); } void ArmorStandRenderer::render(shared_ptr entity, double x, double y, double z, float rot, float a) { HumanoidMobRenderer::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(model); 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 ); HumanoidModel *a1 = static_cast(armorParts1); if (a1) { a1->head->xRot = h.x * DEG_TO_RAD; a1->head->yRot = h.y * DEG_TO_RAD; a1->head->zRot = h.z * DEG_TO_RAD; if (a1->hair) { a1->hair->xRot = h.x * DEG_TO_RAD; a1->hair->yRot = h.y * DEG_TO_RAD; a1->hair->zRot = h.z * DEG_TO_RAD; } a1->body->xRot = b.x * DEG_TO_RAD; a1->body->yRot = b.y * DEG_TO_RAD; a1->body->zRot = b.z * DEG_TO_RAD; a1->arm0->xRot = ra.x * DEG_TO_RAD; a1->arm0->yRot = ra.y * DEG_TO_RAD; a1->arm0->zRot = ra.z * DEG_TO_RAD; // right a1->arm1->xRot = la.x * DEG_TO_RAD; a1->arm1->yRot = la.y * DEG_TO_RAD; a1->arm1->zRot = la.z * DEG_TO_RAD; // left a1->leg0->xRot = rl.x * DEG_TO_RAD; a1->leg0->yRot = rl.y * DEG_TO_RAD; a1->leg0->zRot = rl.z * DEG_TO_RAD; // right a1->leg1->xRot = ll.x * DEG_TO_RAD; a1->leg1->yRot = ll.y * DEG_TO_RAD; a1->leg1->zRot = ll.z * DEG_TO_RAD; // left } HumanoidModel *a2 = static_cast(armorParts2); if (a2) { a2->head->xRot = h.x * DEG_TO_RAD; a2->head->yRot = h.y * DEG_TO_RAD; a2->head->zRot = h.z * DEG_TO_RAD; if (a2->hair) { a2->hair->xRot = h.x * DEG_TO_RAD; a2->hair->yRot = h.y * DEG_TO_RAD; a2->hair->zRot = h.z * DEG_TO_RAD; } a2->body->xRot = b.x * DEG_TO_RAD; a2->body->yRot = b.y * DEG_TO_RAD; a2->body->zRot = b.z * DEG_TO_RAD; a2->arm0->xRot = ra.x * DEG_TO_RAD; a2->arm0->yRot = ra.y * DEG_TO_RAD; a2->arm0->zRot = ra.z * DEG_TO_RAD; a2->arm1->xRot = la.x * DEG_TO_RAD; a2->arm1->yRot = la.y * DEG_TO_RAD; a2->arm1->zRot = la.z * DEG_TO_RAD; a2->leg0->xRot = rl.x * DEG_TO_RAD; a2->leg0->yRot = rl.y * DEG_TO_RAD; a2->leg0->zRot = rl.z * DEG_TO_RAD; a2->leg1->xRot = ll.x * DEG_TO_RAD; a2->leg1->yRot = ll.y * DEG_TO_RAD; a2->leg1->zRot = ll.z * DEG_TO_RAD; } HumanoidMobRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale); }