Files
BluTac10-Xbox_Neo/Minecraft.Client/ArmorStandRenderer.cpp
2026-04-18 14:06:44 +02:00

215 lines
7.2 KiB
C++

#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 <cmath>
#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<ArmorStandModel*>(getModel());
headLayer = m ? new CustomHeadLayer(m->head, this) : nullptr;
}
ArmorStandRenderer::~ArmorStandRenderer() {}
ResourceLocation* ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
return &LOC_ARMOR_STAND;
}
bool ArmorStandRenderer::shouldShowName(shared_ptr<LivingEntity> entity)
{
if (!entity) return false;
return entity->isCustomNameVisible();
}
void ArmorStandRenderer::setupRotations(shared_ptr<LivingEntity> mob,
float bob, float bodyRot, float a)
{
shared_ptr<ArmorStand> stand = dynamic_pointer_cast<ArmorStand>(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> entity,
double x, double y, double z,
float rot, float a)
{
LivingEntityRenderer::render(entity, x, y, z, rot, a);
}
void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
float wp, float ws, float bob,
float headRotMinusBodyRot,
float headRotx, float scale)
{
shared_ptr<ArmorStand> stand = dynamic_pointer_cast<ArmorStand>(mob);
if (!stand) return;
ArmorStandModel* m = static_cast<ArmorStandModel*>(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<HumanoidModel*>(armorLayer->armorModel1));
applyPose(static_cast<HumanoidModel*>(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<LivingEntity> mob, float a)
{
}
int ArmorStandRenderer::prepareArmor(shared_ptr<LivingEntity> mob, int layer, float a)
{
if (!armorLayer) return -1;
shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
if (!itemInstance) return -1;
Item* item = itemInstance->getItem();
if (!item) return -1;
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(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<float>((color >> 16) & 0xFF) / 255.0f;
float green = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
float blue = static_cast<float>( 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;
}