Partially implemented offsets

Added code that visually shifts the player's model parts, but only in game not in the skin select UI.
This commit is contained in:
Langtanium
2026-04-15 19:38:08 -07:00
parent 875100cf9a
commit a8384d9840
3 changed files with 87 additions and 48 deletions

View File

@@ -1,7 +1,7 @@
#include "stdafx.h"
#include "HumanoidModel.h"
#include "..\Minecraft.World\Mth.h"
#include "..\Minecraft.World\Entity.h"
#include "..\Minecraft.World\Player.h"
#include "ModelPart.h"
// 4J added
@@ -385,12 +385,98 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
}
else
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
vector<float> headOffsets = {0, 0, 0};
vector<float> bodyOffsets = {0, 0, 0};
vector<float> arm0Offsets = {0, 0, 0};
vector<float> arm1Offsets = {0, 0, 0};
vector<float> leg0Offsets = {0, 0, 0};
vector<float> leg1Offsets = {0, 0, 0};
if (player != nullptr)
{
vector<SKIN_OFFSET *>* pModelOffsets=player->GetModelOffsets();
if (pModelOffsets != nullptr)
{
for( SKIN_OFFSET *pModelOffset : *pModelOffsets )
{
switch (pModelOffset->ePart)
{
case eBodyOffset_Head:
if(pModelOffset->fD == 1)
headOffsets[0] = pModelOffset->fO;
else if(pModelOffset->fD == 2)
headOffsets[1] = pModelOffset->fO;
else if(pModelOffset->fD == 3)
headOffsets[2] = pModelOffset->fO;
break;
case eBodyOffset_Body:
if(pModelOffset->fD == 1)
bodyOffsets[0] = pModelOffset->fO;
else if(pModelOffset->fD == 2)
bodyOffsets[1] = pModelOffset->fO;
else if(pModelOffset->fD == 3)
bodyOffsets[2] = pModelOffset->fO;
break;
case eBodyOffset_Arm0:
if(pModelOffset->fD == 1)
arm0Offsets[0] = pModelOffset->fO;
else if(pModelOffset->fD == 2)
arm0Offsets[1] = pModelOffset->fO;
else if(pModelOffset->fD == 3)
arm0Offsets[2] = pModelOffset->fO;
break;
case eBodyOffset_Arm1:
if(pModelOffset->fD == 1)
arm1Offsets[0] = pModelOffset->fO;
else if(pModelOffset->fD == 2)
arm1Offsets[1] = pModelOffset->fO;
else if(pModelOffset->fD == 3)
arm1Offsets[2] = pModelOffset->fO;
break;
case eBodyOffset_Leg0:
if(pModelOffset->fD == 1)
leg0Offsets[0] = pModelOffset->fO;
else if(pModelOffset->fD == 2)
leg0Offsets[1] = pModelOffset->fO;
else if(pModelOffset->fD == 3)
leg0Offsets[2] = pModelOffset->fO;
break;
case eBodyOffset_Leg1:
if(pModelOffset->fD == 1)
leg1Offsets[0] = pModelOffset->fO;
else if(pModelOffset->fD == 2)
leg1Offsets[1] = pModelOffset->fO;
else if(pModelOffset->fD == 3)
leg1Offsets[2] = pModelOffset->fO;
break;
}
}
}
}
glPushMatrix();
glTranslatef(headOffsets[0]/16.0f, headOffsets[1]/16.0f, headOffsets[2]/16.0f);
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorHead))>0||!m_isArmor));
glPopMatrix();
glPushMatrix();
glTranslatef(bodyOffsets[0]/16.0f, bodyOffsets[1]/16.0f, bodyOffsets[2]/16.0f);
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorTorso))>0||!m_isArmor));
glPopMatrix();
glPushMatrix();
glTranslatef(arm0Offsets[0]/16.0f, arm0Offsets[1]/16.0f, arm0Offsets[2]/16.0f);
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm0))>0||!m_isArmor));
glPopMatrix();
glPushMatrix();
glTranslatef(arm1Offsets[0]/16.0f, arm1Offsets[1]/16.0f, arm1Offsets[2]/16.0f);
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm1))>0||!m_isArmor));
glPopMatrix();
glPushMatrix();
glTranslatef(leg0Offsets[0]/16.0f, leg0Offsets[1]/16.0f, leg0Offsets[2]/16.0f);
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg0))>0||!m_isArmor));
glPopMatrix();
glPushMatrix();
glTranslatef(leg1Offsets[0]/16.0f, leg1Offsets[1]/16.0f, leg1Offsets[2]/16.0f);
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg1))>0||!m_isArmor));
glPopMatrix();
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
if (jacket != 0)
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);