20 Commits

Author SHA1 Message Date
Langtanium
b40530fa5e Implemented skin offsets in UI
Added code to render skin offsets in the skin select UI.
2026-04-15 19:59:46 -07:00
Langtanium
a8384d9840 Partially implemented offsets
Added code that visually shifts the player's model parts, but only in game not in the skin select UI.
2026-04-15 19:38:08 -07:00
Langtanium
875100cf9a Minor change
Simplified redundant conditions in HumanoidModel.cpp
2026-04-15 16:48:03 -07:00
Langtanium
96f683d1fb Merge branch 'feat/64x64-skins' into feat/skin-offsets 2026-04-14 16:37:30 -07:00
Langtanium
24c74aa225 Added skin box hide bit functionality
Added code to hide skin boxes when wearing a helmet if bit for said functionality is present.
2026-04-14 16:30:16 -07:00
Langtanium
db685a74f3 Fixed skin offset data
Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them).
2026-04-14 15:35:38 -07:00
Langtanium
aa769d54ad Fixed crashes
Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data.
2026-04-11 19:36:52 -07:00
Langtanium
f18ac12cc0 Merge branch 'feat/64x64-skins' into feat/skin-offsets 2026-04-10 16:06:57 -07:00
Langtanium
fd2fd65908 Added code for more DLC skin geometry
Added code to DLCSkinFile.cpp to store skin box scale value. Added code to HumanoidModel.cpp and HumanoidModel.h to handle skin boxes added to the armor layer of skin. Added another float value to SkinBox.h
2026-04-09 17:59:13 -07:00
Langtanium
8e76763a3d Made more changes
Made more changes in files to support skin offsets. The game still crashes when trying to load skins.
2026-04-07 16:50:43 -07:00
Langtanium
1a8f353297 Merge branch 'feat/64x64-skins' into feat/skin-offsets 2026-04-07 13:12:39 -07:00
MrZomka
bb5fa50615 Always send skin metadata even if no additional boxes are available 2026-04-07 13:01:36 -07:00
Langtanium
0c963335a0 Small fix
Fixed extra skin box data not being sent in multiplayer. Added another model type check in the XUI.
2026-04-04 13:03:00 -07:00
Langtanium
a1d9ae591a Added small additions
Added more code referencing skin offsets. Still doesn't work correctly.
2026-04-03 21:50:42 -07:00
Langtanium
831ec4b295 Merge branch 'smartcmd:main' into feat/64x64-skins 2026-04-02 17:09:30 -07:00
Langtanium
d28a751d9c Merge branch 'smartcmd:main' into feat/skin-offsets 2026-04-02 17:09:08 -07:00
Langtanium
3888de7ab4 Added code for skin offsets
Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
2026-04-02 17:07:48 -07:00
Langtanium
48e84a9dc4 Fixed cape rendering
Fixed cape not rendering properly for 64x64 skin due to the renderer trying to using a 64x64 texture instead a of a 64x32 texture for the cape.
2026-04-01 16:22:26 -07:00
Langtanium
e98c7a725b Small correction
Corrected some code in DLCSkinFile.cpp for getting the DLC skin offsets was getting too many parameters that don't exist.
2026-03-31 21:14:10 -07:00
Langtanium
69983c51ad Added code for 64x64 skins
Added code for 64x64 classic and slim skins. Also added the remaining default skins.
2026-03-31 19:16:43 -07:00
46 changed files with 1448 additions and 166 deletions

View File

@@ -2705,20 +2705,13 @@ void ClientConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
{
if(pDLCSkinFile)
{
if(pDLCSkinFile->getAdditionalBoxesCount()!=0)
{
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes, pDLCSkinFile));
}
else
{
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes));
}
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes, pDLCSkinFile));
}
else
{
unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(packet->dwSkinID);
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes, app.GetAdditionalSkinBoxes(packet->dwSkinID), uiAnimOverrideBitmask));
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes, app.GetAdditionalSkinBoxes(packet->dwSkinID), app.GetModelOffsets(packet->dwSkinID), uiAnimOverrideBitmask));
}
}
}
@@ -2735,6 +2728,11 @@ void ClientConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
{
app.SetAdditionalSkinBoxes(packet->dwSkinID,packet->BoxDataA,packet->dwBoxC);
}
// Add the offet data
if(packet->dwOffsetC!=0)
{
app.SetSkinOffsets(packet->dwSkinID,packet->OffsetDataA,packet->dwOffsetC);
}
// Add the anim override
app.SetAnimOverrideBitmask(packet->dwSkinID,packet->uiAnimOverrideBitmask);

View File

@@ -196,6 +196,7 @@ CMinecraftApp::CMinecraftApp()
InitializeCriticalSection(&csTMSPPDownloadQueue);
InitializeCriticalSection(&csAdditionalModelParts);
InitializeCriticalSection(&csAdditionalSkinBoxes);
InitializeCriticalSection(&csModelOffsets);
InitializeCriticalSection(&csAnimOverrideBitmask);
InitializeCriticalSection(&csMemFilesLock);
InitializeCriticalSection(&csMemTPDLock);
@@ -9201,7 +9202,14 @@ bool CMinecraftApp::DLCContentRetrieved(eDLCMarketplaceType eType)
void CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, SKIN_BOX *SkinBoxA, DWORD dwSkinBoxC)
{
EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER);
Model *pModel = renderer->getModel();
unsigned int m_uiAnimOverrideBitmask = GetAnimOverrideBitmask(dwSkinID);
Model *pModel;
if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
pModel = renderer->getModelClassic();
else if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
pModel = renderer->getModelSlim();
else
pModel = renderer->getModel();
vector<ModelPart *> *pvModelPart = new vector<ModelPart *>;
vector<SKIN_BOX *> *pvSkinBoxes = new vector<SKIN_BOX *>;
@@ -9230,10 +9238,37 @@ void CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, SKIN_BOX *SkinBoxA, D
}
void CMinecraftApp::SetSkinOffsets(DWORD dwSkinID, SKIN_OFFSET *SkinOffsetA, DWORD dwSkinOffsetC)
{
vector<SKIN_OFFSET *> *pvSkinOffset = new vector<SKIN_OFFSET *>;
EnterCriticalSection( &csModelOffsets );
app.DebugPrintf("*** SetAdditionalSkinBoxes - Inserting model parts for skin %d from array of Skin Boxes\n",dwSkinID&0x0FFFFFFF);
for(unsigned int i=0;i<dwSkinOffsetC;i++)
{
pvSkinOffset->push_back(&SkinOffsetA[i]);
}
m_SkinOffsets.insert( std::pair<DWORD, vector<SKIN_OFFSET *> *>(dwSkinID, pvSkinOffset) );
LeaveCriticalSection( &csModelOffsets );
}
vector<ModelPart *> * CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, vector<SKIN_BOX *> *pvSkinBoxA)
{
EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER);
Model *pModel = renderer->getModel();
unsigned int m_uiAnimOverrideBitmask = GetAnimOverrideBitmask(dwSkinID);
Model *pModel;
if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
pModel = renderer->getModelClassic();
else if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
pModel = renderer->getModelSlim();
else
pModel = renderer->getModel();
vector<ModelPart *> *pvModelPart = new vector<ModelPart *>;
EnterCriticalSection( &csAdditionalModelParts );
@@ -9258,6 +9293,24 @@ vector<ModelPart *> * CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, vect
return pvModelPart;
}
vector<SKIN_OFFSET *> * CMinecraftApp::SetSkinOffsets(DWORD dwSkinID, vector<SKIN_OFFSET *> *pvSkinOffsetA)
{
vector<SKIN_OFFSET *> *pvModelOffset = new vector<SKIN_OFFSET *>;
EnterCriticalSection( &csModelOffsets );
app.DebugPrintf("*** SetSkinOffsets - Inserting model offsets for skin %d from array of Skin Offsets\n",dwSkinID&0x0FFFFFFF);
for( auto& it : *pvSkinOffsetA )
{
pvModelOffset->push_back(it);
}
m_SkinOffsets.emplace(dwSkinID, pvSkinOffsetA);
LeaveCriticalSection( &csModelOffsets );
return pvModelOffset;
}
vector<ModelPart *> *CMinecraftApp::GetAdditionalModelParts(DWORD dwSkinID)
{
@@ -9293,6 +9346,23 @@ vector<SKIN_BOX *> *CMinecraftApp::GetAdditionalSkinBoxes(DWORD dwSkinID)
return pvSkinBoxes;
}
vector<SKIN_OFFSET *> *CMinecraftApp::GetModelOffsets(DWORD dwSkinID)
{
EnterCriticalSection( &csModelOffsets );
vector<SKIN_OFFSET *> *pvModelOffsets=nullptr;
if(m_SkinOffsets.size()>0)
{
auto it = m_SkinOffsets.find(dwSkinID);
if(it!=m_SkinOffsets.end())
{
pvModelOffsets = (*it).second;
}
}
LeaveCriticalSection( &csModelOffsets );
return pvModelOffsets;
}
unsigned int CMinecraftApp::GetAnimOverrideBitmask(DWORD dwSkinID)
{
EnterCriticalSection( &csAnimOverrideBitmask );

View File

@@ -21,6 +21,7 @@ using namespace std;
#include ".\GameRules\ConsoleGameRulesConstants.h"
#include ".\GameRules\GameRuleManager.h"
#include "..\SkinBox.h"
#include "..\SkinOffset.h"
#include "..\ArchiveFile.h"
typedef struct _JoinFromInviteData
@@ -824,6 +825,7 @@ private:
CRITICAL_SECTION csTMSPPDownloadQueue;
CRITICAL_SECTION csAdditionalModelParts;
CRITICAL_SECTION csAdditionalSkinBoxes;
CRITICAL_SECTION csModelOffsets;
CRITICAL_SECTION csAnimOverrideBitmask;
bool m_bCorruptSaveDeleted;
@@ -845,6 +847,9 @@ public:
vector<ModelPart *> * SetAdditionalSkinBoxes(DWORD dwSkinID, vector<SKIN_BOX *> *pvSkinBoxA);
vector<ModelPart *> *GetAdditionalModelParts(DWORD dwSkinID);
vector<SKIN_BOX *> *GetAdditionalSkinBoxes(DWORD dwSkinID);
void SetSkinOffsets(DWORD dwSkinID, SKIN_OFFSET *SkinOffsetA, DWORD dwSkinOffsetC);
vector<SKIN_OFFSET *> * SetSkinOffsets(DWORD dwSkinID, vector<SKIN_OFFSET *> *pvSkinOffsetA);
vector<SKIN_OFFSET *> *GetModelOffsets(DWORD dwSkinID);
void SetAnimOverrideBitmask(DWORD dwSkinID,unsigned int uiAnimOverrideBitmask);
unsigned int GetAnimOverrideBitmask(DWORD dwSkinID);
@@ -875,6 +880,7 @@ private:
// vector of additional skin model parts, indexed by the skin texture id
unordered_map<DWORD, vector<ModelPart *> *> m_AdditionalModelParts;
unordered_map<DWORD, vector<SKIN_BOX *> *> m_AdditionalSkinBoxes;
unordered_map<DWORD, vector<SKIN_OFFSET *> *> m_SkinOffsets;
unordered_map<DWORD, unsigned int> m_AnimOverrides;

View File

@@ -24,6 +24,7 @@ const WCHAR *DLCManager::wchTypeNamesA[]=
L"ENCHANTTEXTFOCUSCOLOUR",
L"DATAPATH",
L"PACKVERSION",
L"OFFSET",
};
DLCManager::DLCManager()

View File

@@ -45,6 +45,7 @@ public:
e_DLCParamType_EnchantmentTextFocusColour,
e_DLCParamType_DataPath,
e_DLCParamType_PackVersion,
e_DLCParamType_Offset,
e_DLCParamType_Max,

View File

@@ -113,12 +113,12 @@ void DLCSkinFile::addParameter(DLCManager::EDLCParameterType type, const wstring
WCHAR wchBodyPart[10];
SKIN_BOX *pSkinBox = new SKIN_BOX;
ZeroMemory(pSkinBox,sizeof(SKIN_BOX));
#ifdef __PS3__
// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
swscanf(value.c_str(), L"%10ls%f%f%f%f%f%f%f%f", wchBodyPart,
swscanf(value.c_str(), L"%10ls%f%f%f%f%f%f%f%f%f%f%f", wchBodyPart,
#else
swscanf_s(value.c_str(), L"%9ls%f%f%f%f%f%f%f%f", wchBodyPart,10,
swscanf_s(value.c_str(), L"%9ls%f%f%f%f%f%f%f%f%f%f%f", wchBodyPart,10,
#endif
&pSkinBox->fX,
&pSkinBox->fY,
@@ -127,7 +127,10 @@ void DLCSkinFile::addParameter(DLCManager::EDLCParameterType type, const wstring
&pSkinBox->fH,
&pSkinBox->fD,
&pSkinBox->fU,
&pSkinBox->fV);
&pSkinBox->fV,
&pSkinBox->fA,
&pSkinBox->fM,
&pSkinBox->fS);
if(wcscmp(wchBodyPart,L"HEAD")==0)
{
@@ -153,11 +156,212 @@ void DLCSkinFile::addParameter(DLCManager::EDLCParameterType type, const wstring
{
pSkinBox->ePart=eBodyPart_Leg1;
}
else if(wcscmp(wchBodyPart,L"HEADWEAR")==0)
{
pSkinBox->ePart=eBodyPart_Headwear;
}
else if(wcscmp(wchBodyPart,L"JACKET")==0)
{
pSkinBox->ePart=eBodyPart_Jacket;
}
else if(wcscmp(wchBodyPart,L"SLEEVE0")==0)
{
pSkinBox->ePart=eBodyPart_Sleeve0;
}
else if(wcscmp(wchBodyPart,L"SLEEVE1")==0)
{
pSkinBox->ePart=eBodyPart_Sleeve1;
}
else if(wcscmp(wchBodyPart,L"PANTS0")==0)
{
pSkinBox->ePart=eBodyPart_Pants0;
}
else if(wcscmp(wchBodyPart,L"PANTS1")==0)
{
pSkinBox->ePart=eBodyPart_Pants1;
}
else if(wcscmp(wchBodyPart,L"WAIST")==0)
{
pSkinBox->ePart=eBodyPart_Waist;
}
else if(wcscmp(wchBodyPart,L"LEGGING0")==0)
{
pSkinBox->ePart=eBodyPart_Legging0;
}
else if(wcscmp(wchBodyPart,L"LEGGING1")==0)
{
pSkinBox->ePart=eBodyPart_Legging1;
}
else if(wcscmp(wchBodyPart,L"SOCK0")==0)
{
pSkinBox->ePart=eBodyPart_Sock0;
}
else if(wcscmp(wchBodyPart,L"SOCK1")==0)
{
pSkinBox->ePart=eBodyPart_Sock1;
}
else if(wcscmp(wchBodyPart,L"BOOT0")==0)
{
pSkinBox->ePart=eBodyPart_Boot0;
}
else if(wcscmp(wchBodyPart,L"BOOT1")==0)
{
pSkinBox->ePart=eBodyPart_Boot1;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR0")==0)
{
pSkinBox->ePart=eBodyPart_ArmArmor0;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR1")==0)
{
pSkinBox->ePart=eBodyPart_ArmArmor1;
}
else if(wcscmp(wchBodyPart,L"BODYARMOR")==0)
{
pSkinBox->ePart=eBodyPart_BodyArmor;
}
else if(wcscmp(wchBodyPart,L"BELT")==0)
{
pSkinBox->ePart=eBodyPart_Belt;
}
// add this to the skin's vector of parts
m_AdditionalBoxes.push_back(pSkinBox);
}
break;
case DLCManager::e_DLCParamType_Offset:
{
WCHAR wchBodyPart[10];
wchar_t wchDirection[2];
SKIN_OFFSET *pSkinOffset = new SKIN_OFFSET;
ZeroMemory(pSkinOffset,sizeof(SKIN_OFFSET));
#ifdef __PS3__
// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
swscanf(value.c_str(), L"%10ls%2ls%f", wchBodyPart,
#else
swscanf_s(value.c_str(), L"%9ls%2ls%f", wchBodyPart,10, wchDirection,2,
#endif
&pSkinOffset->fO);
if(wcscmp(wchDirection,L"X")==0)
{
pSkinOffset->fD=eOffsetDirection_X;
}
else if (wcscmp(wchDirection,L"Y")==0)
{
pSkinOffset->fD=eOffsetDirection_Y;
}
else if(wcscmp(wchDirection,L"Z")==0)
{
pSkinOffset->fD=eOffsetDirection_Z;
}
if(wcscmp(wchBodyPart,L"HEAD")==0)
{
pSkinOffset->ePart=eBodyOffset_Head;
}
else if(wcscmp(wchBodyPart,L"BODY")==0)
{
pSkinOffset->ePart=eBodyOffset_Body;
}
else if(wcscmp(wchBodyPart,L"ARM0")==0)
{
pSkinOffset->ePart=eBodyOffset_Arm0;
}
else if(wcscmp(wchBodyPart,L"ARM1")==0)
{
pSkinOffset->ePart=eBodyOffset_Arm1;
}
else if(wcscmp(wchBodyPart,L"LEG0")==0)
{
pSkinOffset->ePart=eBodyOffset_Leg0;
}
else if(wcscmp(wchBodyPart,L"LEG1")==0)
{
pSkinOffset->ePart=eBodyOffset_Leg1;
}
else if(wcscmp(wchBodyPart,L"HEADWEAR")==0)
{
pSkinOffset->ePart=eBodyOffset_Headwear;
}
else if(wcscmp(wchBodyPart,L"JACKET")==0)
{
pSkinOffset->ePart=eBodyOffset_Jacket;
}
else if(wcscmp(wchBodyPart,L"SLEEVE0")==0)
{
pSkinOffset->ePart=eBodyOffset_Sleeve0;
}
else if(wcscmp(wchBodyPart,L"SLEEVE1")==0)
{
pSkinOffset->ePart=eBodyOffset_Sleeve1;
}
else if(wcscmp(wchBodyPart,L"PANTS0")==0)
{
pSkinOffset->ePart=eBodyOffset_Pants0;
}
else if(wcscmp(wchBodyPart,L"PANTS1")==0)
{
pSkinOffset->ePart=eBodyOffset_Pants1;
}
else if(wcscmp(wchBodyPart,L"WAIST")==0)
{
pSkinOffset->ePart=eBodyOffset_Waist;
}
else if(wcscmp(wchBodyPart,L"LEGGING0")==0)
{
pSkinOffset->ePart=eBodyOffset_Legging0;
}
else if(wcscmp(wchBodyPart,L"LEGGING1")==0)
{
pSkinOffset->ePart=eBodyOffset_Legging1;
}
else if(wcscmp(wchBodyPart,L"SOCK0")==0)
{
pSkinOffset->ePart=eBodyOffset_Sock0;
}
else if(wcscmp(wchBodyPart,L"SOCK1")==0)
{
pSkinOffset->ePart=eBodyOffset_Sock1;
}
else if(wcscmp(wchBodyPart,L"BOOT0")==0)
{
pSkinOffset->ePart=eBodyOffset_Boot0;
}
else if(wcscmp(wchBodyPart,L"BOOT1")==0)
{
pSkinOffset->ePart=eBodyOffset_Boot1;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR1")==0)
{
pSkinOffset->ePart=eBodyOffset_ArmArmor1;
}
else if(wcscmp(wchBodyPart,L"ARMARMOR0")==0)
{
pSkinOffset->ePart=eBodyOffset_ArmArmor0;
}
else if(wcscmp(wchBodyPart,L"BODYARMOR")==0)
{
pSkinOffset->ePart=eBodyOffset_BodyArmor;
}
else if(wcscmp(wchBodyPart,L"BELT")==0)
{
pSkinOffset->ePart=eBodyOffset_Belt;
}
else if(wcscmp(wchBodyPart,L"TOOL0")==0)
{
pSkinOffset->ePart=eBodyOffset_Tool0;
}
else if(wcscmp(wchBodyPart,L"TOOL1")==0)
{
pSkinOffset->ePart=eBodyOffset_Tool1;
}
// add this to the skin's vector of offsets
m_Offsets.push_back(pSkinOffset);
}
break;
case DLCManager::e_DLCParamType_Anim:
#ifdef __PS3__
// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
@@ -185,6 +389,15 @@ vector<SKIN_BOX *> *DLCSkinFile::getAdditionalBoxes()
return &m_AdditionalBoxes;
}
int DLCSkinFile::getOffsetsCount()
{
return static_cast<int>(m_Offsets.size());
}
vector<SKIN_OFFSET *> *DLCSkinFile::getOffsets()
{
return &m_Offsets;
}
wstring DLCSkinFile::getParameterAsString(DLCManager::EDLCParameterType type)
{
switch(type)

View File

@@ -12,6 +12,7 @@ private:
unsigned int m_uiAnimOverrideBitmask;
bool m_bIsFree;
vector<SKIN_BOX *> m_AdditionalBoxes;
vector<SKIN_OFFSET *> m_Offsets;
public:
@@ -24,6 +25,8 @@ public:
bool getParameterAsBool(DLCManager::EDLCParameterType type) override;
vector<SKIN_BOX *> *getAdditionalBoxes();
int getAdditionalBoxesCount();
vector<SKIN_OFFSET *> *getOffsets();
int getOffsetsCount();
unsigned int getAnimOverrideBitmask() { return m_uiAnimOverrideBitmask;}
bool isFree() {return m_bIsFree;}
};

View File

@@ -132,6 +132,7 @@ void UIControl_PlayerSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME ba
}
m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
m_pvModelOffsets=app.GetModelOffsets(app.getSkinIdFromPath(m_customTextureUrl));
}
void UIControl_PlayerSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
@@ -257,7 +258,15 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
glPushMatrix();
glDisable(GL_CULL_FACE);
HumanoidModel *model = static_cast<HumanoidModel *>(renderer->getModel());
HumanoidModel *model;
Textures *t = Minecraft::GetInstance()->textures;
if ((t->loadMemTexture(m_customTextureUrl, m_backupTexture) >= 45 && t->loadMemTexture(m_customTextureUrl, m_backupTexture) <= 53) || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
model = static_cast<HumanoidModel *>(renderer->getModelSlim());
else if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) == 54 || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
model = static_cast<HumanoidModel *>(renderer->getModelClassic());
else
model = static_cast<HumanoidModel *>(renderer->getModel());
//getAttackAnim(mob, a);
//if (armor != nullptr) armor->attackTime = model->attackTime;
@@ -357,7 +366,7 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
glEnable(GL_ALPHA_TEST);
//model->prepareMobModel(mob, wp, ws, a);
model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvModelOffsets);
/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmor(mob, i, a))

View File

@@ -53,6 +53,7 @@ private:
ESkinPreviewAnimations m_currentAnimation;
//vector<Model::SKIN_BOX *> *m_pvAdditionalBoxes;
vector<ModelPart *> *m_pvAdditionalModelParts;
vector<SKIN_OFFSET *> *m_pvModelOffsets;
public:
enum ESkinPreviewFacing
{

View File

@@ -24,6 +24,16 @@ const WCHAR *UIScene_SkinSelectMenu::wchDefaultNamesA[]=
L"Prisoner Steve",
L"Cyclist Steve",
L"Boxer Steve",
L"Alex",
L"Tennis Alex",
L"Tuxedo Alex",
L"Athlete Alex",
L"Swedish Alex",
L"Prisoner Alex",
L"Cyclist Alex",
L"Boxer Alex",
L"Developer Alex",
L"Developer Steve",
};
UIScene_SkinSelectMenu::UIScene_SkinSelectMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
@@ -49,6 +59,7 @@ UIScene_SkinSelectMenu::UIScene_SkinSelectMenu(int iPad, void *initData, UILayer
m_selectedSkinPath = L"";
m_selectedCapePath = L"";
m_vAdditionalSkinBoxes = nullptr;
m_vSkinOffsets = nullptr;
m_bSlidingSkins = false;
m_bAnimatingMove = false;
@@ -652,6 +663,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
m_selectedSkinPath = skinFile->getPath();
m_selectedCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
m_vAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
m_vSkinOffsets = skinFile->getOffsets();
skinName = skinFile->getParameterAsString( DLCManager::e_DLCParamType_DisplayName );
skinOrigin = skinFile->getParameterAsString( DLCManager::e_DLCParamType_ThemeName );
@@ -674,6 +686,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
m_selectedSkinPath = L"";
m_selectedCapePath = L"";
m_vAdditionalSkinBoxes = nullptr;
m_vSkinOffsets = nullptr;
switch(m_packIndex)
{
@@ -716,6 +729,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
m_selectedSkinPath = skinFile->getPath();
m_selectedCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
m_vAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
m_vSkinOffsets = skinFile->getOffsets();
skinName = skinFile->getParameterAsString( DLCManager::e_DLCParamType_DisplayName );
skinOrigin = skinFile->getParameterAsString( DLCManager::e_DLCParamType_ThemeName );
@@ -763,6 +777,17 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
pAdditionalModelParts = app.SetAdditionalSkinBoxes(skinFile->getSkinID(),m_vAdditionalSkinBoxes);
}
}
if(m_vSkinOffsets && m_vSkinOffsets->size()!=0)
{
// add the boxes to the humanoid model, but only if we've not done this already
vector<SKIN_OFFSET *> *pModelOffsets = app.GetModelOffsets(skinFile->getSkinID());
if(pModelOffsets==nullptr)
{
pModelOffsets = app.SetSkinOffsets(skinFile->getSkinID(),m_vSkinOffsets);
}
}
if(skinFile!=nullptr)
{
@@ -780,6 +805,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
wstring otherSkinPath = L"";
wstring otherCapePath = L"";
vector<SKIN_BOX *> *othervAdditionalSkinBoxes=nullptr;
vector<SKIN_OFFSET *> *othervSkinOffsets=nullptr;
wchar_t chars[256];
// turn off all displays
@@ -834,6 +860,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = skinFile->getPath();
otherCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
othervAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
othervSkinOffsets = skinFile->getOffsets();
backupTexture = TN_MOB_CHAR;
}
else
@@ -841,6 +868,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = L"";
otherCapePath = L"";
othervAdditionalSkinBoxes=nullptr;
othervSkinOffsets=nullptr;
switch(m_packIndex)
{
case SKIN_SELECT_PACK_DEFAULT:
@@ -860,6 +888,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = skinFile->getPath();
otherCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
othervAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
othervSkinOffsets = skinFile->getOffsets();
backupTexture = TN_MOB_CHAR;
}
}
@@ -877,6 +906,14 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
pAdditionalModelParts = app.SetAdditionalSkinBoxes(skinFile->getSkinID(),othervAdditionalSkinBoxes);
}
}
if(othervSkinOffsets && othervSkinOffsets->size()!=0)
{
vector<SKIN_OFFSET *> *pModelOffsets = app.GetModelOffsets(skinFile->getSkinID());
if(pModelOffsets==nullptr)
{
pModelOffsets = app.SetSkinOffsets(skinFile->getSkinID(),othervSkinOffsets);
}
}
// 4J-PB - anim override needs set before SetTexture
if(skinFile!=nullptr)
{
@@ -905,6 +942,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = skinFile->getPath();
otherCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
othervAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
othervSkinOffsets = skinFile->getOffsets();
backupTexture = TN_MOB_CHAR;
}
else
@@ -912,6 +950,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = L"";
otherCapePath = L"";
othervAdditionalSkinBoxes=nullptr;
othervSkinOffsets=nullptr;
switch(m_packIndex)
{
case SKIN_SELECT_PACK_DEFAULT:
@@ -931,6 +970,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = skinFile->getPath();
otherCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
othervAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
othervSkinOffsets = skinFile->getOffsets();
backupTexture = TN_MOB_CHAR;
}
}
@@ -948,6 +988,14 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
pAdditionalModelParts = app.SetAdditionalSkinBoxes(skinFile->getSkinID(),othervAdditionalSkinBoxes);
}
}
if(othervSkinOffsets && othervSkinOffsets->size()!=0)
{
vector<SKIN_OFFSET *> *pModelOffsets = app.GetModelOffsets(skinFile->getSkinID());
if(pModelOffsets==nullptr)
{
pModelOffsets = app.SetSkinOffsets(skinFile->getSkinID(),othervSkinOffsets);
}
}
// 4J-PB - anim override needs set before SetTexture
if(skinFile)
{
@@ -993,6 +1041,36 @@ TEXTURE_NAME UIScene_SkinSelectMenu::getTextureId(int skinIndex)
case eDefaultSkins_Skin7:
texture = TN_MOB_CHAR7;
break;
case eDefaultSkins_Skin8:
texture = TN_MOB_ALEX;
break;
case eDefaultSkins_Skin9:
texture = TN_MOB_ALEX1;
break;
case eDefaultSkins_Skin10:
texture = TN_MOB_ALEX2;
break;
case eDefaultSkins_Skin11:
texture = TN_MOB_ALEX3;
break;
case eDefaultSkins_Skin12:
texture = TN_MOB_ALEX4;
break;
case eDefaultSkins_Skin13:
texture = TN_MOB_ALEX5;
break;
case eDefaultSkins_Skin14:
texture = TN_MOB_ALEX6;
break;
case eDefaultSkins_Skin15:
texture = TN_MOB_ALEX7;
break;
case eDefaultSkins_Skin16:
texture = TN_MOB_DEVALEX;
break;
case eDefaultSkins_Skin17:
texture = TN_MOB_DEVSTEVE;
break;
};
return texture;

View File

@@ -104,6 +104,7 @@ private:
DWORD m_originalSkinId;
wstring m_currentSkinPath, m_selectedSkinPath, m_selectedCapePath;
vector<SKIN_BOX *> *m_vAdditionalSkinBoxes;
vector<SKIN_OFFSET *> *m_vSkinOffsets;
bool m_bSlidingSkins, m_bAnimatingMove;
ESkinSelectNavigation m_currentNavigation;

View File

@@ -294,7 +294,15 @@ void CXuiCtrlMinecraftSkinPreview::render(EntityRenderer *renderer, double x, do
glPushMatrix();
glDisable(GL_CULL_FACE);
HumanoidModel *model = static_cast<HumanoidModel *>(renderer->getModel());
HumanoidModel *model;
Textures *t = Minecraft::GetInstance()->textures;
if ((t->loadMemTexture(m_customTextureUrl, m_backupTexture) >= 45 && t->loadMemTexture(m_customTextureUrl, m_backupTexture) <= 53) || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
model = static_cast<HumanoidModel *>(renderer->getModelSlim());
else if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) == 54 || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
model = static_cast<HumanoidModel *>(renderer->getModelClassic());
else
model = static_cast<HumanoidModel *>(renderer->getModel());
//getAttackAnim(mob, a);
//if (armor != nullptr) armor->attackTime = model->attackTime;

View File

@@ -5,6 +5,7 @@
#include "..\..\Textures.h"
//#include "..\..\Xbox\DLC\DLCSkinFile.h"
#include "..\..\Model.h"
#include "..\..\SkinOffset.h"
using namespace std;
@@ -103,4 +104,5 @@ private:
ESkinPreviewAnimations m_currentAnimation;
//vector<Model::SKIN_BOX *> *m_pvAdditionalBoxes;
vector<ModelPart *> *m_pvAdditionalModelParts;
vector<SKIN_OFFSET *> *m_pvModelOffsets;
};

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.4 KiB

View File

@@ -19,6 +19,8 @@ ResourceLocation EntityRenderer::SHADOW_LOCATION = ResourceLocation(TN__CLAMP__M
EntityRenderer::EntityRenderer()
{
model = nullptr;
modelClassic = nullptr;
modelSlim = nullptr;
tileRenderer = new TileRenderer();
shadowRadius = 0;
shadowStrength = 1.0f;

View File

@@ -30,6 +30,8 @@ private:
protected:
Model *model; // TODO 4J: Check why exactly this is here, it seems to get shadowed by classes inheriting from this by their own
Model *modelClassic;
Model *modelSlim;
protected:
TileRenderer *tileRenderer; // 4J - changed to protected so derived classes can use instead of shadowing their own
@@ -68,5 +70,7 @@ public:
public:
// 4J Added
virtual Model *getModel() { return model; }
virtual Model *getModelClassic() { return modelClassic; }
virtual Model *getModelSlim() { return modelSlim; }
virtual void SetItemFrame(bool bSet) {}
};

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
@@ -9,6 +9,7 @@
ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
{
ModelPart *pAttachTo=nullptr;
float scale=0;
switch(pBox->ePart)
{
@@ -30,7 +31,65 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
case eBodyPart_Leg1:
pAttachTo=leg1;
break;
case eBodyPart_Headwear:
pAttachTo=hair;
break;
case eBodyPart_Jacket:
pAttachTo=jacket;
scale=0.25;
break;
case eBodyPart_Sleeve0:
pAttachTo=sleeve0;
scale=0.25;
break;
case eBodyPart_Sleeve1:
pAttachTo=sleeve1;
scale=0.25;
break;
case eBodyPart_Pants0:
pAttachTo=pants0;
scale=0.25;
break;
case eBodyPart_Pants1:
pAttachTo=pants1;
scale=0.25;
break;
case eBodyPart_Waist:
pAttachTo=waist;
break;
case eBodyPart_Belt:
pAttachTo=belt;
break;
case eBodyPart_BodyArmor:
pAttachTo=bodyArmor;
break;
case eBodyPart_ArmArmor0:
pAttachTo=armArmor0;
break;
case eBodyPart_ArmArmor1:
pAttachTo=armArmor1;
break;
case eBodyPart_Legging0:
pAttachTo=legging0;
break;
case eBodyPart_Legging1:
pAttachTo=legging1;
break;
case eBodyPart_Sock0:
pAttachTo=sock0;
break;
case eBodyPart_Sock1:
pAttachTo=sock1;
break;
case eBodyPart_Boot0:
pAttachTo=boot0;
break;
case eBodyPart_Boot1:
pAttachTo=boot1;
break;
}
// check if this box has a declared scale
if (pBox->fS > 0) scale = pBox->fS;
// first check this box doesn't already exist
ModelPart *pNewBox = pAttachTo->retrieveChild(pBox);
@@ -49,7 +108,9 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
pNewBox = new ModelPart(this, static_cast<int>(pBox->fU), static_cast<int>(pBox->fV));
pNewBox->visible=false;
pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, 0);
if (pBox->fM > 0) pNewBox->bMirror = true; // check if this box has the mirror flag
if (pBox->fA > 0) pNewBox->hideWithHelmet = true; // check if this box has the "hide when helmet" is worn flag
pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, scale);
// 4J-PB - don't compile here, since the lighting isn't set up. It'll be compiled on first use.
//pNewBox->compile(1.0f/16.0f);
pAttachTo->addChild(pNewBox);
@@ -58,47 +119,156 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
return pNewBox;
}
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slim, bool isArmor)
{
this->texWidth = texWidth;
this->texHeight = texHeight;
jacket = nullptr;
sleeve0 = nullptr;
sleeve1 = nullptr;
pants0 = nullptr;
pants1 = nullptr;
waist = nullptr;
belt = nullptr;
bodyArmor = nullptr;
armArmor0 = nullptr;
armArmor1 = nullptr;
legging0 = nullptr;
legging1 = nullptr;
sock0 = nullptr;
sock1 = nullptr;
boot0 = nullptr;
boot1 = nullptr;
m_fYOffset=yOffset;
cloak = new ModelPart(this, 0, 0);
cloak->addHumanoidBox(-5, -0, -1, 10, 16, 1, g); // Cloak
cloak = new ModelPart(this, 0, 0);
cloak->addHumanoidBox(-5, -0, -1, 10, 16, 1, g); // Cloak
ear = new ModelPart(this, 24, 0);
ear->addHumanoidBox(-3, -6, -1, 6, 6, 1, g); // Ear
head = new ModelPart(this, 0, 0);
head->addHumanoidBox(-4, -8, -4, 8, 8, 8, g); // Head
head->setPos(0, 0 + yOffset, 0);
ear = new ModelPart(this, 24, 0);
ear->addHumanoidBox(-3, -6, -1, 6, 6, 1, g); // Ear
head = new ModelPart(this, 0, 0);
head->addHumanoidBox(-4, -8, -4, 8, 8, 8, g); // Head
head->setPos(0, 0 + yOffset, 0);
hair = new ModelPart(this, 32, 0);
hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head
hair->setPos(0, 0 + yOffset, 0);
hair = new ModelPart(this, 32, 0);
hair->addHumanoidBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head
hair->setPos(0, 0 + yOffset, 0);
body = new ModelPart(this, 16, 16);
body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
body->setPos(0, 0 + yOffset, 0);
body = new ModelPart(this, 16, 16);
body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
body->setPos(0, 0 + yOffset, 0);
arm0 = new ModelPart(this, 24 + 16, 16);
arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
arm0->setPos(-5, 2 + yOffset, 0);
if (texHeight == 64)
{
jacket = new ModelPart(this, 16, 32);
jacket->addHumanoidBox(-4, 0, -2, 8, 12, 4, g + 0.25); // Jacket
jacket->setPos(0, 0 + yOffset, 0);
arm1 = new ModelPart(this, 24 + 16, 16);
arm1->bMirror = true;
arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
arm1->setPos(5, 2 + yOffset, 0);
waist = new ModelPart(this, 0, 0);
waist->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Waist
waist->setPos(0, 0 + yOffset, 0);
belt = new ModelPart(this, 0, 0);
belt->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Belt
belt->setPos(0, 0 + yOffset, 0);
bodyArmor = new ModelPart(this, 0, 0);
bodyArmor->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // BodyArmor
bodyArmor->setPos(0, 0 + yOffset, 0);
armArmor0 = new ModelPart(this, 0, 0);
armArmor0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // ArmArmor0
armArmor0->setPos(-5, 2 + yOffset, 0);
armArmor1 = new ModelPart(this, 0, 0);
armArmor1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // ArmArmor1
armArmor1->setPos(5, 2 + yOffset, 0);
legging0 = new ModelPart(this, 0, 0);
legging0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Legging0
legging0->setPos(-1.9, 12 + yOffset, 0);
legging1 = new ModelPart(this, 0, 0);
legging1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Legging1
legging1->setPos(1.9, 12 + yOffset, 0);
sock0 = new ModelPart(this, 0, 0);
sock0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Sock0
sock0->setPos(-1.9, 12 + yOffset, 0);
sock1 = new ModelPart(this, 0, 0);
sock1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Sock1
sock1->setPos(1.9, 12 + yOffset, 0);
boot0 = new ModelPart(this, 0, 0);
boot0->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Boot0
boot0->setPos(-1.9, 12 + yOffset, 0);
boot1 = new ModelPart(this, 0, 0);
boot1->addHumanoidBox(0, 0, 0, 0, 0, 0, g); // Boot1
boot1->setPos(1.9, 12 + yOffset, 0);
}
leg0 = new ModelPart(this, 0, 16);
leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
leg0->setPos(-1.9, 12 + yOffset, 0);
if (texHeight == 64)
{
arm0 = new ModelPart(this, 24 + 16, 16);
arm1 = new ModelPart(this, 16 + 16, 48);
leg1 = new ModelPart(this, 0, 16);
leg1->bMirror = true;
leg1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg1
leg1->setPos(1.9, 12 + yOffset, 0);
sleeve0 = new ModelPart(this, 24 + 16, 32);
sleeve1 = new ModelPart(this, 32 + 16, 48);
if (!slim)
{
sleeve0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.25); // Sleeve0
sleeve1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.25); // Sleeve1
}
else if (slim)
{
sleeve0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.25); // Sleeve0 Slim
sleeve1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.25); // Sleeve1 Slim
}
sleeve0->setPos(-5, 2 + yOffset, 0);
sleeve1->setPos(5, 2 + yOffset, 0);
}
else if (texHeight == 32)
{
arm0 = new ModelPart(this, 24 + 16, 16);
arm1 = new ModelPart(this, 24 + 16, 16);
arm1->bMirror = true;
}
if (!slim)
{
arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
}
else if (slim)
{
arm0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g); // Arm0 Slim
arm1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g); // Arm1 Slim
}
arm0->setPos(-5, 2 + yOffset, 0);
arm1->setPos(5, 2 + yOffset, 0);
leg0 = new ModelPart(this, 0, 16);
if (texHeight == 64)
{
leg1 = new ModelPart(this, 16, 48);
pants0 = new ModelPart(this, 0, 32);
pants0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants0
pants0->setPos(-1.9, 12 + yOffset, 0);
pants1 = new ModelPart(this, 0, 48);
pants1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants1
pants1->setPos(1.9, 12 + yOffset, 0);
}
else if (texHeight == 32)
{
leg1 = new ModelPart(this, 0, 16);
leg1->bMirror = true;
}
leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
leg0->setPos(-1.9, 12 + yOffset, 0);
leg1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg1
leg1->setPos(1.9, 12 + yOffset, 0);
// 4J added - compile now to avoid random performance hit first time cubes are rendered
// 4J Stu - Not just performance, but alpha+depth tests don't work right unless we compile here
@@ -112,6 +282,39 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
leg1->compile(1.0f/16.0f);
hair->compile(1.0f/16.0f);
if (jacket != 0)
jacket->compile(1.0f/16.0f);
if (sleeve0 != 0)
sleeve0->compile(1.0f/16.0f);
if (sleeve1 != 0)
sleeve1->compile(1.0f/16.0f);
if (pants0 != 0)
pants0->compile(1.0f/16.0f);
if (pants1 != 0)
pants1->compile(1.0f/16.0f);
if (waist != 0)
waist->compile(1.0f/16.0f);
if (belt != 0)
belt->compile(1.0f/16.0f);
if (bodyArmor != 0)
bodyArmor->compile(1.0f/16.0f);
if (armArmor0 != 0)
armArmor0->compile(1.0f/16.0f);
if (armArmor1 != 0)
armArmor1->compile(1.0f/16.0f);
if (legging0 != 0)
legging0->compile(1.0f/16.0f);
if (legging1 != 0)
legging1->compile(1.0f/16.0f);
if (sock0 != 0)
sock0->compile(1.0f/16.0f);
if (sock1 != 0)
sock1->compile(1.0f/16.0f);
if (boot0 != 0)
boot0->compile(1.0f/16.0f);
if (boot1 != 0)
boot1->compile(1.0f/16.0f);
holdingLeftHand=0;
holdingRightHand=0;
sneaking=false;
@@ -123,24 +326,36 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
eating_t = 0.0f;
eating_swing = 0.0f;
m_uiAnimOverrideBitmask = 0L;
m_isArmor = isArmor;
}
HumanoidModel::HumanoidModel() : Model()
{
_init(0, 0, 64, 32);
_init(0, 0, 64, 32, false, false);
}
HumanoidModel::HumanoidModel(float g) : Model()
{
_init(g, 0, 64, 32);
_init(g, 0, 64, 32, false, false);
}
HumanoidModel::HumanoidModel(float g, bool isArmor) : Model()
{
_init(g, 0, 64, 32, false, isArmor);
}
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight) : Model()
{
_init(g,yOffset,texWidth,texHeight);
_init(g,yOffset,texWidth,texHeight, false, false);
}
void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slim) : Model()
{
_init(g,yOffset,texWidth,texHeight, slim, false);
}
void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *modelOffsets)
{
if(entity != nullptr)
{
@@ -170,13 +385,133 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
}
else
{
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0);
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0);
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0);
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0);
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0);
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0);
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};
vector<SKIN_OFFSET *>* pModelOffsets = nullptr;
if (player != nullptr)
pModelOffsets = player->GetModelOffsets();
else if (modelOffsets != nullptr)
pModelOffsets = modelOffsets;
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);
if (sleeve0 != 0)
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
if (sleeve1 != 0)
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
if (pants0 != 0)
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
if (pants1 != 0)
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
if (waist != 0)
waist->render(scale, usecompiled);
if (belt != 0)
belt->render(scale, usecompiled);
if (bodyArmor != 0)
bodyArmor->render(scale, usecompiled);
if (armArmor0 != 0)
armArmor0->render(scale, usecompiled);
if (armArmor1 != 0)
armArmor1->render(scale, usecompiled);
if (legging0 != 0)
legging0->render(scale, usecompiled);
if (legging1 != 0)
legging1->render(scale, usecompiled);
if (sock0 != 0)
sock0->render(scale, usecompiled);
if (sock1 != 0)
sock1->render(scale, usecompiled);
if (boot0 != 0)
boot0->render(scale, usecompiled);
if (boot1 != 0)
boot1->render(scale, usecompiled);
}
}
@@ -199,7 +534,6 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm1->xRot=0.0f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsOutFront))
{
@@ -230,10 +564,10 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
leg0->yRot = 0.0f;
@@ -272,7 +606,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
leg1->xRot=0.0f;
leg1->zRot=0.0f;
leg0->yRot = 0.0f;
leg1->yRot = 0.0f;
leg1->yRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleLegs))
{
@@ -297,6 +631,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->yRot = 0.0f;
arm1->yRot = 0.0f;
if (attackTime > -9990.0f)
{
float swing = attackTime;
@@ -316,7 +651,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
float aa = Mth::sin(swing * PI);
float bb = Mth::sin(attackTime * PI) * -(head->xRot - 0.7f) * 0.75f;
arm0->xRot -= aa * 1.2f + bb; // 4J - changed 1.2 -> 1.2f
arm0->yRot += body->yRot * 2.0f;
arm0->yRot += body->yRot * 2.0f;
if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty))&& (holdingRightHand==0) && (attackTime==0.0f))
{
@@ -340,7 +675,6 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->xRot = - Mth::abs(Mth::cos(eating_t / 4.0f * PI) * 0.1f) * (eating_swing > 0.2 ? 1.0f : 0.0f) * 2.0f; // This factor is the chomping bit (conditional factor is so that he doesn't eat whilst the food is being pulled away at the end)
arm0->yRot -= iss * 0.5f; // This factor and the following to the general arm movement through the life of the swing
arm0->xRot -= iss * 1.2f;
}
if (sneaking)
@@ -441,23 +775,168 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->xRot += ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
arm1->xRot -= ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
}
if (jacket != 0)
{
jacket->x = body->x;
jacket->y = body->y;
jacket->z = body->z;
jacket->xRot = body->xRot;
jacket->yRot = body->yRot;
jacket->zRot = body->zRot;
}
if (sleeve0 != 0)
{
sleeve0->x = arm0->x;
sleeve0->y = arm0->y;
sleeve0->z = arm0->z;
sleeve0->xRot = arm0->xRot;
sleeve0->yRot = arm0->yRot;
sleeve0->zRot = arm0->zRot;
}
if (sleeve1 != 0)
{
sleeve1->x = arm1->x;
sleeve1->y = arm1->y;
sleeve1->z = arm1->z;
sleeve1->xRot = arm1->xRot;
sleeve1->yRot = arm1->yRot;
sleeve1->zRot = arm1->zRot;
}
if (pants0 != 0)
{
pants0->x = leg0->x;
pants0->y = leg0->y;
pants0->z = leg0->z;
pants0->xRot = leg0->xRot;
pants0->yRot = leg0->yRot;
pants0->zRot = leg0->zRot;
}
if (pants1 != 0)
{
pants1->x = leg1->x;
pants1->y = leg1->y;
pants1->z = leg1->z;
pants1->xRot = leg1->xRot;
pants1->yRot = leg1->yRot;
pants1->zRot = leg1->zRot;
}
if (waist != 0)
{
waist->x = body->x;
waist->y = body->y;
waist->z = body->z;
waist->xRot = body->xRot;
waist->yRot = body->yRot;
waist->zRot = body->zRot;
}
if (belt != 0)
{
belt->x = body->x;
belt->y = body->y;
belt->z = body->z;
belt->xRot = body->xRot;
belt->yRot = body->yRot;
belt->zRot = body->zRot;
}
if (bodyArmor != 0)
{
bodyArmor->x = body->x;
bodyArmor->y = body->y;
bodyArmor->z = body->z;
bodyArmor->xRot = body->xRot;
bodyArmor->yRot = body->yRot;
bodyArmor->zRot = body->zRot;
}
if (armArmor0 != 0)
{
armArmor0->x = arm0->x;
armArmor0->y = arm0->y;
armArmor0->z = arm0->z;
armArmor0->xRot = arm0->xRot;
armArmor0->yRot = arm0->yRot;
armArmor0->zRot = arm0->zRot;
}
if (armArmor1 != 0)
{
armArmor1->x = arm1->x;
armArmor1->y = arm1->y;
armArmor1->z = arm1->z;
armArmor1->xRot = arm1->xRot;
armArmor1->yRot = arm1->yRot;
armArmor1->zRot = arm1->zRot;
}
if (legging0 != 0)
{
legging0->x = leg0->x;
legging0->y = leg0->y;
legging0->z = leg0->z;
legging0->xRot = leg0->xRot;
legging0->yRot = leg0->yRot;
legging0->zRot = leg0->zRot;
}
if (legging1 != 0)
{
legging1->x = leg1->x;
legging1->y = leg1->y;
legging1->z = leg1->z;
legging1->xRot = leg1->xRot;
legging1->yRot = leg1->yRot;
legging1->zRot = leg1->zRot;
}
if (sock0 != 0)
{
sock0->x = leg0->x;
sock0->y = leg0->y;
sock0->z = leg0->z;
sock0->xRot = leg0->xRot;
sock0->yRot = leg0->yRot;
sock0->zRot = leg0->zRot;
}
if (sock1 != 0)
{
sock1->x = leg1->x;
sock1->y = leg1->y;
sock1->z = leg1->z;
sock1->xRot = leg1->xRot;
sock1->yRot = leg1->yRot;
sock1->zRot = leg1->zRot;
}
if (boot0 != 0)
{
boot0->x = leg0->x;
boot0->y = leg0->y;
boot0->z = leg0->z;
boot0->xRot = leg0->xRot;
boot0->yRot = leg0->yRot;
boot0->zRot = leg0->zRot;
}
if (boot1 != 0)
{
boot1->x = leg1->x;
boot1->y = leg1->y;
boot1->z = leg1->z;
boot1->xRot = leg1->xRot;
boot1->yRot = leg1->yRot;
boot1->zRot = leg1->zRot;
}
}
}
void HumanoidModel::renderHair(float scale,bool usecompiled)
{
hair->yRot = head->yRot;
hair->xRot = head->xRot;
hair->render(scale,usecompiled);
hair->yRot = head->yRot;
hair->xRot = head->xRot;
hair->render(scale,usecompiled);
}
void HumanoidModel::renderEars(float scale,bool usecompiled)
{
ear->yRot = head->yRot;
ear->xRot = head->xRot;
ear->x=0;
ear->y=0;
ear->render(scale,usecompiled);
ear->yRot = head->yRot;
ear->xRot = head->xRot;
ear->x=0;
ear->y=0;
ear->render(scale,usecompiled);
}
void HumanoidModel::renderCloak(float scale,bool usecompiled)
@@ -467,25 +946,42 @@ void HumanoidModel::renderCloak(float scale,bool usecompiled)
void HumanoidModel::render(HumanoidModel *model, float scale, bool usecompiled)
{
head->yRot = model->head->yRot;
head->y = model->head->y;
head->xRot = model->head->xRot;
hair->y = head->y;
hair->yRot = head->yRot;
hair->xRot = head->xRot;
head->yRot = model->head->yRot;
head->y = model->head->y;
head->xRot = model->head->xRot;
hair->y = head->y;
hair->yRot = head->yRot;
hair->xRot = head->xRot;
body->yRot = model->body->yRot;
arm0->xRot = model->arm0->xRot;
arm0->yRot = model->arm0->yRot;
arm0->zRot = model->arm0->zRot;
arm1->xRot = model->arm1->xRot;
arm1->yRot = model->arm1->yRot;
arm1->zRot = model->arm1->zRot;
leg0->xRot = model->leg0->xRot;
leg1->xRot = model->leg1->xRot;
body->yRot = model->body->yRot;
if (jacket != 0)
jacket->yRot = model->body->yRot;
arm0->xRot = model->arm0->xRot;
arm0->yRot = model->arm0->yRot;
arm0->zRot = model->arm0->zRot;
if (sleeve0 != 0)
sleeve0->xRot = model->arm0->xRot;
sleeve0->yRot = model->arm0->yRot;
sleeve0->zRot = model->arm0->zRot;
arm1->xRot = model->arm1->xRot;
arm1->yRot = model->arm1->yRot;
arm1->zRot = model->arm1->zRot;
if (sleeve1 != 0)
sleeve1->xRot = model->arm1->xRot;
sleeve1->yRot = model->arm1->yRot;
sleeve1->zRot = model->arm1->zRot;
leg0->xRot = model->leg0->xRot;
if (pants0 != 0)
pants0->xRot = model->leg0->xRot;
leg1->xRot = model->leg1->xRot;
if (pants1 != 0)
pants1->xRot = model->leg1->xRot;
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0);
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0);
@@ -494,4 +990,14 @@ void HumanoidModel::render(HumanoidModel *model, float scale, bool usecompiled)
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0);
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0);
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
if (jacket != 0)
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
if (sleeve0 != 0)
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
if (sleeve1 != 0)
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
if (pants0 != 0)
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
if (pants1 != 0)
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
}

View File

@@ -1,10 +1,16 @@
#pragma once
#include "Model.h"
#include "SkinOffset.h"
class HumanoidModel : public Model
{
public:
// Base geometry
ModelPart *head, *hair, *body, *arm0, *arm1, *leg0, *leg1, *ear, *cloak;
// Second layer/64x64 skin geometry
ModelPart *jacket, *sleeve0, *sleeve1, *pants0, *pants1;
// Extra geometry for DLC skins
ModelPart *waist, *belt, *bodyArmor, *armArmor0, *armArmor1, *legging0, *legging1, *sock0, *sock1, *boot0, *boot1;
//ModelPart *hat;
int holdingLeftHand;
@@ -17,6 +23,7 @@ public:
float eating_swing; // 4J added
unsigned int m_uiAnimOverrideBitmask; // 4J added
float m_fYOffset; // 4J added
bool m_isArmor;
enum animbits
{
eAnim_ArmsDown =0,
@@ -37,7 +44,22 @@ public:
eAnim_DisableRenderLeg0,
eAnim_DisableRenderLeg1,
eAnim_DisableRenderHair,
eAnim_SmallModel // Maggie Simpson for riding horse, etc
eAnim_SmallModel, // Maggie Simpson for riding horse, etc
eAnim_ClassicModel,
eAnim_SlimModel,
// Hide overlay/second layer on 64x64 skins
eAnim_DisableRenderSleeve1,
eAnim_DisableRenderSleeve0,
eAnim_DisableRenderPants1,
eAnim_DisableRenderPants0,
eAnim_DisableRenderJacket,
eAnim_RenderArmorHead,
eAnim_RenderArmorArm0,
eAnim_RenderArmorArm1,
eAnim_RenderArmorTorso,
eAnim_RenderArmorLeg0,
eAnim_RenderArmorLeg1,
eAnim_Dinnerbone
};
@@ -47,14 +69,21 @@ public:
(1<<HumanoidModel::eAnim_DisableRenderTorso) |
(1<<HumanoidModel::eAnim_DisableRenderLeg0) |
(1<<HumanoidModel::eAnim_DisableRenderLeg1) |
(1<<HumanoidModel::eAnim_DisableRenderHair);
(1<<HumanoidModel::eAnim_DisableRenderHair) |
(1<<HumanoidModel::eAnim_DisableRenderSleeve1) |
(1<<HumanoidModel::eAnim_DisableRenderSleeve0) |
(1<<HumanoidModel::eAnim_DisableRenderPants1) |
(1<<HumanoidModel::eAnim_DisableRenderPants0) |
(1<<HumanoidModel::eAnim_DisableRenderJacket);
void _init(float g, float yOffset, int texWidth, int texHeight); // 4J added
void _init(float g, float yOffset, int texWidth, int texHeight, bool slim, bool isArmor); // 4J added
HumanoidModel();
HumanoidModel(float g);
HumanoidModel(float g, bool isArmor);
HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slim);
virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *modelOffsets = nullptr);
virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
void renderHair(float scale, bool usecompiled);
void renderEars(float scale, bool usecompiled);

View File

@@ -9,13 +9,27 @@
#include "..\Minecraft.World\Mth.h"
#include "..\Minecraft.World\Player.h"
ResourceLocation LivingEntityRenderer::ENCHANT_GLINT_LOCATION = ResourceLocation(TN__BLUR__MISC_GLINT);
int LivingEntityRenderer::MAX_ARMOR_LAYERS = 4;
LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow)
{
this->model = model;
shadowRadius = shadow;
armor = nullptr;
}
LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow, bool is64x64)
{
this->model = model;
if (is64x64)
{
this->modelClassic = new HumanoidModel(0, 0, 64, 64, false);
this->modelSlim = new HumanoidModel(0, 0, 64, 64, true);
}
shadowRadius = shadow;
armor = nullptr;
}
@@ -43,6 +57,8 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
}
shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(_mob);
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_mob);
Model *resModel;
if (mob == nullptr)
{
@@ -52,12 +68,16 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
glPushMatrix();
glDisable(GL_CULL_FACE);
model->attackTime = getAttackAnim(mob, a);
if (armor != nullptr) armor->attackTime = model->attackTime;
model->riding = mob->isRiding();
if (armor != nullptr) armor->riding = model->riding;
model->young = mob->isBaby();
if (armor != nullptr) armor->young = model->young;
if (player != nullptr && modelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = modelClassic;
else if (player != nullptr && modelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = modelSlim;
else resModel = model;
resModel->attackTime = getAttackAnim(mob, a);
if (armor != nullptr) armor->attackTime = resModel->attackTime;
resModel->riding = mob->isRiding();
if (armor != nullptr) armor->riding = resModel->riding;
resModel->young = mob->isBaby();
if (armor != nullptr) armor->young = resModel->young;
/*try*/
{
@@ -103,7 +123,7 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
if (ws > 1) ws = 1;
glEnable(GL_ALPHA_TEST);
model->prepareMobModel(mob, wp, ws, a);
resModel->prepareMobModel(mob, wp, ws, a);
renderModel(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale);
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
@@ -187,7 +207,7 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
if (mob->hurtTime > 0 || mob->deathTime > 0)
{
glColor4f(br, 0, 0, 0.4f);
model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
resModel->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmorOverlay(mob, i, a) >= 0)
@@ -205,7 +225,7 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
float b = ((overlayColor) & 0xff) / 255.0f;
float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
glColor4f(r, g, b, aa);
model->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
resModel->render(mob, wp, ws, bob, headRot - bodyRot, headRotx, fScale, false);
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmorOverlay(mob, i, a) >= 0)
@@ -242,10 +262,17 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
void LivingEntityRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, float ws, float bob, float headRotMinusBodyRot, float headRotx, float scale)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
Model *resModel;
if (player != nullptr && modelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = modelClassic;
else if (player != nullptr && modelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = modelSlim;
else resModel = model;
bindTexture(mob);
if (!mob->isInvisible())
{
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
resModel->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
}
else if(!mob->isInvisibleTo(dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player)))
{
@@ -255,7 +282,7 @@ void LivingEntityRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, f
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GREATER, 1.0f / 255.0f);
model->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
resModel->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
glDisable(GL_BLEND);
glAlphaFunc(GL_GREATER, .1f);
glPopMatrix();
@@ -263,7 +290,7 @@ void LivingEntityRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, f
}
else
{
model->setupAnim(wp, ws, bob, headRotMinusBodyRot, headRotx, scale, mob);
resModel->setupAnim(wp, ws, bob, headRotMinusBodyRot, headRotx, scale, mob);
}
}
@@ -285,7 +312,7 @@ void LivingEntityRenderer::setupRotations(shared_ptr<LivingEntity> mob, float bo
else
{
wstring name = mob->getAName();
if (name == L"Dinnerbone" || name == L"Grumm")
if (name == L"Dinnerbone" || name == L"Grumm" || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_Dinnerbone))
{
if ( !mob->instanceof(eTYPE_PLAYER) || !dynamic_pointer_cast<Player>(mob)->isCapeHidden() )
{
@@ -313,7 +340,15 @@ void LivingEntityRenderer::additionalRendering(shared_ptr<LivingEntity> mob, flo
void LivingEntityRenderer::renderArrows(shared_ptr<LivingEntity> mob, float a)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
Model *resModel;
if (player != nullptr && modelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = modelClassic;
else if (player != nullptr && modelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = modelSlim;
else resModel = model;
int arrowCount = mob->getArrowCount();
if (arrowCount > 0)
{
shared_ptr<Entity> arrow = std::make_shared<Arrow>(mob->level, mob->x, mob->y, mob->z);
@@ -322,7 +357,10 @@ void LivingEntityRenderer::renderArrows(shared_ptr<LivingEntity> mob, float a)
for (int i = 0; i < arrowCount; i++)
{
glPushMatrix();
ModelPart *modelPart = model->getRandomModelPart(random);
ModelPart *modelPart;
modelPart = resModel->getRandomModelPart(random);
Cube *cube = modelPart->cubes[random.nextInt(modelPart->cubes.size())];
modelPart->translateTo(1 / 16.0f);
float xd = random.nextFloat();

View File

@@ -20,6 +20,7 @@ protected:
public:
LivingEntityRenderer(Model *model, float shadow);
LivingEntityRenderer(Model *model, float shadow, bool is64x64);
virtual void render(shared_ptr<Entity> mob, double x, double y, double z, float rot, float a);
virtual void setArmor(Model *armor);

View File

@@ -1696,3 +1696,7 @@ void LocalPlayer::SetPlayerAdditionalModelParts(vector<ModelPart *>pAdditionalMo
{
m_pAdditionalModelParts=pAdditionalModelParts;
}
void LocalPlayer::SetPlayerModelOffsets(vector<SKIN_OFFSET *>pModelOffsets)
{
m_pModelOffsets=pModelOffsets;
}

View File

@@ -211,9 +211,11 @@ public:
virtual void handleCollectItem(shared_ptr<ItemInstance> item);
void SetPlayerAdditionalModelParts(vector<ModelPart *>pAdditionalModelParts);
void SetPlayerModelOffsets(vector<SKIN_OFFSET *>pModelOffsets);
private:
vector<ModelPart *> m_pAdditionalModelParts;
vector<SKIN_OFFSET *> m_pModelOffsets;
};

View File

@@ -13,6 +13,7 @@ void ModelPart::_init()
compiled=false;
bMirror = false;
visible = true;
hideWithHelmet = false;
neverRender = false;
x=y=z = 0.0f;
xRot=yRot=zRot = 0.0f;

View File

@@ -16,6 +16,7 @@ public:
float xRot, yRot, zRot;
bool bMirror;
bool visible;
bool hideWithHelmet;
bool neverRender;
vector <Cube *> cubes;
vector <ModelPart *> children;

View File

@@ -885,22 +885,16 @@ void PlayerConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
if(pDLCSkinFile)
{
if(pDLCSkinFile->getAdditionalBoxesCount()!=0)
{
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pDLCSkinFile));
}
else
{
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes));
}
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pDLCSkinFile));
}
else
{
// we don't have the dlc skin, so retrieve the data from the app store
vector<SKIN_BOX *> *pvSkinBoxes = app.GetAdditionalSkinBoxes(packet->dwSkinID);
vector<SKIN_OFFSET *> *pvSkinOffsets = app.GetModelOffsets(packet->dwSkinID);
unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(packet->dwSkinID);
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pvSkinBoxes, uiAnimOverrideBitmask));
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pvSkinBoxes, pvSkinOffsets, uiAnimOverrideBitmask));
}
}
else
@@ -924,6 +918,14 @@ void PlayerConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
#endif
app.SetAdditionalSkinBoxes(packet->dwSkinID,packet->BoxDataA,packet->dwBoxC);
}
// add the offsets to the app list
if(packet->dwOffsetC!=0)
{
#ifndef _CONTENT_PACKAGE
wprintf(L"Adding skin offsets for skin id %X, offset count %d\n",packet->dwSkinID,packet->dwOffsetC);
#endif
app.SetSkinOffsets(packet->dwSkinID,packet->OffsetDataA,packet->dwOffsetC);
}
// Add the anim override
app.SetAnimOverrideBitmask(packet->dwSkinID,packet->uiAnimOverrideBitmask);
@@ -973,9 +975,10 @@ void PlayerConnection::handleTextureAndGeometryReceived(const wstring &textureNa
// get the data from the app
DWORD dwSkinID = app.getSkinIdFromPath(textureName);
vector<SKIN_BOX *> *pvSkinBoxes = app.GetAdditionalSkinBoxes(dwSkinID);
vector<SKIN_OFFSET *> *pvSkinOffsets = app.GetModelOffsets(dwSkinID);
unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(dwSkinID);
send(std::make_shared<TextureAndGeometryPacket>(textureName, pbData, dwTextureBytes, pvSkinBoxes, uiAnimOverrideBitmask));
send(std::make_shared<TextureAndGeometryPacket>(textureName, pbData, dwTextureBytes, pvSkinBoxes, pvSkinOffsets, uiAnimOverrideBitmask));
}
m_texturesRequested.erase(it);
}

View File

@@ -55,12 +55,14 @@ static unsigned int nametagColorForIndex(int index)
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f )
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true )
{
humanoidModel = static_cast<HumanoidModel *>(model);
humanoidModel = static_cast<HumanoidModel *>(model);
humanoidModelClassic = static_cast<HumanoidModel *>(modelClassic);
humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
armorParts1 = new HumanoidModel(1.0f);
armorParts2 = new HumanoidModel(0.5f);
armorParts1 = new HumanoidModel(1.0f, true);
armorParts2 = new HumanoidModel(0.5f, true);
}
unsigned int PlayerRenderer::getNametagColour(int index)
@@ -160,12 +162,19 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel *resModel;
if(mob == nullptr) return;
if(mob->hasInvisiblePrivilege()) return;
if (humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = item != nullptr ? 1 : 0;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = item != nullptr ? 1 : 0;
if (item != nullptr)
{
if (mob->getUseItemDuration() > 0)
@@ -173,11 +182,11 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
UseAnim anim = item->getUseAnimation();
if (anim == UseAnim_block)
{
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 3;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 3;
}
else if (anim == UseAnim_bow)
{
armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = true;
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = true;
}
}
}
@@ -187,17 +196,17 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
float t = (mob->getUseItemDuration() - a + 1);
float swing = 1 - (t / item->getUseDuration());
armorParts1->eating = armorParts2->eating = humanoidModel->eating = true;
armorParts1->eating_t = armorParts2->eating_t = humanoidModel->eating_t = t;
armorParts1->eating_swing = armorParts2->eating_swing = humanoidModel->eating_swing = swing;
armorParts1->eating = armorParts2->eating = resModel->eating = true;
armorParts1->eating_t = armorParts2->eating_t = resModel->eating_t = t;
armorParts1->eating_swing = armorParts2->eating_swing = resModel->eating_swing = swing;
}
else
{
armorParts1->eating = armorParts2->eating = humanoidModel->eating = false;
armorParts1->eating = armorParts2->eating = resModel->eating = false;
}
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = mob->isSneaking();
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = mob->isSneaking();
double yp = y - mob->heightOffset;
if (mob->isSneaking())
{
@@ -224,20 +233,20 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
{
if(mob->isIdle())
{
humanoidModel->idle=true;
resModel->idle=true;
armorParts1->idle=true;
armorParts2->idle=true;
}
else
{
humanoidModel->idle=false;
resModel->idle=false;
armorParts1->idle=false;
armorParts2->idle=false;
}
}
else
{
humanoidModel->idle=false;
resModel->idle=false;
armorParts1->idle=false;
armorParts2->idle=false;
}
@@ -249,7 +258,9 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
{
for(ModelPart *pModelPart : *pAdditionalModelParts)
{
pModelPart->visible=true;
shared_ptr<ItemInstance> itemInstance = mob->inventory->getArmor(3);
if (itemInstance == nullptr || !pModelPart->hideWithHelmet)
pModelPart->visible=true;
}
}
@@ -263,10 +274,10 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
pModelPart->visible=false;
}
}
armorParts1->bowAndArrow = armorParts2->bowAndArrow = humanoidModel->bowAndArrow = false;
armorParts1->sneaking = armorParts2->sneaking = humanoidModel->sneaking = false;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = humanoidModel->holdingRightHand = 0;
armorParts1->bowAndArrow = armorParts2->bowAndArrow = resModel->bowAndArrow = false;
armorParts1->sneaking = armorParts2->sneaking = resModel->sneaking = false;
armorParts1->holdingRightHand = armorParts2->holdingRightHand = resModel->holdingRightHand = 0;
}
void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
@@ -279,6 +290,11 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel *resModel;
if (mob != nullptr && humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (mob != nullptr && humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != nullptr)
@@ -289,7 +305,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
if((uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DontRenderArmour))==0)
{
glPushMatrix();
humanoidModel->head->translateTo(1 / 16.0f);
resModel->head->translateTo(1 / 16.0f);
if(headGear->getItem()->id < 256)
{
@@ -337,7 +353,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
float s = 8 / 6.0f;
glScalef(s, s, s);
humanoidModel->renderEars(1 / 16.0f,true);
resModel->renderEars(1 / 16.0f,true);
glPopMatrix();
}
}
@@ -383,7 +399,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
glRotatef(lean2 / 2, 0, 0, 1);
glRotatef(-lean2 / 2, 0, 1, 0);
glRotatef(180, 0, 1, 0);
humanoidModel->renderCloak(1 / 16.0f,true);
humanoidModel->renderCloak(1 / 16.0f,true);
glPopMatrix();
}
@@ -392,7 +408,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
if (item != nullptr)
{
glPushMatrix();
humanoidModel->arm0->translateTo(1 / 16.0f);
resModel->arm0->translateTo(1 / 16.0f);
glTranslatef(-1 / 16.0f, 7 / 16.0f, 1 / 16.0f);
if (mob->fishing != nullptr)
@@ -522,30 +538,54 @@ void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a)
void PlayerRenderer::renderHand()
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
HumanoidModel *resModel;
if (player != nullptr && humanoidModelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
else if (player != nullptr && humanoidModelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
float brightness = 1;
glColor3f(brightness, brightness, brightness);
humanoidModel->m_uiAnimOverrideBitmask = Minecraft::GetInstance()->player->getAnimOverrideBitmask();
armorParts1->eating = armorParts2->eating = humanoidModel->eating = humanoidModel->idle = false;
humanoidModel->attackTime = 0;
humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player);
resModel->m_uiAnimOverrideBitmask = player->getAnimOverrideBitmask();
armorParts1->eating = armorParts2->eating = resModel->eating = resModel->idle = false;
resModel->attackTime = 0;
resModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f, Minecraft::GetInstance()->player);
// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
if((humanoidModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
{
humanoidModel->arm0->render(1 / 16.0f,true);
}
if((resModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderArm0))==0)
resModel->arm0->render(1 / 16.0f,true);
// Does this skin have its sleeve0 disabled?
if((resModel->m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_DisableRenderSleeve0))==0&&resModel->sleeve0!=nullptr)
resModel->sleeve0->render(1 / 16.0f,true);
//Render custom skin boxes on viewmodel - Botch
vector<ModelPart*>* additionalModelParts = Minecraft::GetInstance()->player->GetAdditionalModelParts();
vector<ModelPart*>* additionalModelParts = player->GetAdditionalModelParts();
if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes.
vector<ModelPart*> armchildren = humanoidModel->arm0->children;
std::unordered_set<ModelPart*> additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end());
vector<ModelPart*> armchildren = resModel->arm0->children;
for (const auto& x : armchildren) {
if (x) {
if (additionalModelPartSet.find(x) != additionalModelPartSet.end()) { //This is to verify box is still actually on current skin - Botch
if (x && additionalModelPartSet.find(x) != additionalModelPartSet.end()) //This is to verify box is still actually on current skin - Botch
{
glPushMatrix();
//We need to transform to match offset of arm - Botch
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
x->render(1.0f / 16.0f, true);
x->visible = false;
glPopMatrix();
}
}
//Render custom skin boxes on viewmodel for sleeve0
if (resModel->sleeve0!=nullptr)
{
vector<ModelPart*> sleevechildren = resModel->sleeve0->children;
for (const auto& x : sleevechildren) {
if (x && additionalModelPartSet.find(x) != additionalModelPartSet.end()) //This is to verify box is still actually on current skin
{
glPushMatrix();
//We need to transform to match offset of arm - Botch
//We need to transform to match offset of arm/sleeve
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
@@ -555,8 +595,6 @@ void PlayerRenderer::renderHand()
}
}
}
}
void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
@@ -618,4 +656,4 @@ ResourceLocation *PlayerRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
return new ResourceLocation(static_cast<_TEXTURE_NAME>(player->getTexture()));
}
}

View File

@@ -14,6 +14,9 @@ public:
private:
HumanoidModel *humanoidModel;
HumanoidModel *humanoidModelClassic;
HumanoidModel *humanoidModelSlim;
HumanoidModel *armorParts1;
HumanoidModel *armorParts2;

View File

@@ -9,11 +9,28 @@ enum eBodyPart
eBodyPart_Arm1,
eBodyPart_Leg0,
eBodyPart_Leg1,
eBodyPart_Headwear,
eBodyPart_Jacket,
eBodyPart_Sleeve0,
eBodyPart_Sleeve1,
eBodyPart_Pants0,
eBodyPart_Pants1,
eBodyPart_Waist,
eBodyPart_Legging0,
eBodyPart_Legging1,
eBodyPart_Sock0,
eBodyPart_Sock1,
eBodyPart_Boot0,
eBodyPart_Boot1,
eBodyPart_ArmArmor0,
eBodyPart_ArmArmor1,
eBodyPart_BodyArmor,
eBodyPart_Belt
};
typedef struct
{
eBodyPart ePart;
float fX,fY,fZ,fW,fH,fD,fU,fV;
float fX,fY,fZ,fW,fH,fD,fU,fV,fA,fM,fS;
}
SKIN_BOX;

View File

@@ -0,0 +1,47 @@
#pragma once
enum eBodyOffset
{
eBodyOffset_Unknown=0,
eBodyOffset_Head,
eBodyOffset_Body,
eBodyOffset_Arm0,
eBodyOffset_Arm1,
eBodyOffset_Leg0,
eBodyOffset_Leg1,
eBodyOffset_Headwear,
eBodyOffset_Jacket,
eBodyOffset_Sleeve0,
eBodyOffset_Sleeve1,
eBodyOffset_Pants0,
eBodyOffset_Pants1,
eBodyOffset_Waist,
eBodyOffset_Legging0,
eBodyOffset_Legging1,
eBodyOffset_Sock0,
eBodyOffset_Sock1,
eBodyOffset_Boot0,
eBodyOffset_Boot1,
eBodyOffset_ArmArmor1,
eBodyOffset_ArmArmor0,
eBodyOffset_BodyArmor,
eBodyOffset_Belt,
eBodyOffset_Tool0,
eBodyOffset_Tool1
};
enum eOffsetDirection
{
eOffsetDirection_Unknown=0,
eOffsetDirection_X,
eOffsetDirection_Y,
eOffsetDirection_Z
};
typedef struct
{
eBodyOffset ePart;
float fD, fO;
}
SKIN_OFFSET;

View File

@@ -72,6 +72,16 @@ const wchar_t *Textures::preLoaded[TN_COUNT] =
L"mob/char5",
L"mob/char6",
L"mob/char7",
L"mob/alex",
L"mob/alex1",
L"mob/alex2",
L"mob/alex3",
L"mob/alex4",
L"mob/alex5",
L"mob/alex6",
L"mob/alex7",
L"mob/DevAlex",
L"mob/DevSteve",
L"terrain/moon",
L"terrain/sun",
L"armor/power",

View File

@@ -63,6 +63,16 @@ typedef enum _TEXTURE_NAME
TN_MOB_CHAR5,
TN_MOB_CHAR6,
TN_MOB_CHAR7,
TN_MOB_ALEX,
TN_MOB_ALEX1,
TN_MOB_ALEX2,
TN_MOB_ALEX3,
TN_MOB_ALEX4,
TN_MOB_ALEX5,
TN_MOB_ALEX6,
TN_MOB_ALEX7,
TN_MOB_DEVALEX,
TN_MOB_DEVSTEVE,
TN_TERRAIN_MOON,
TN_TERRAIN_SUN,
TN_POWERED_CREEPER,

View File

@@ -35,6 +35,16 @@ enum EDefaultSkins
eDefaultSkins_Skin5,
eDefaultSkins_Skin6,
eDefaultSkins_Skin7,
eDefaultSkins_Skin8,
eDefaultSkins_Skin9,
eDefaultSkins_Skin10,
eDefaultSkins_Skin11,
eDefaultSkins_Skin12,
eDefaultSkins_Skin13,
eDefaultSkins_Skin14,
eDefaultSkins_Skin15,
eDefaultSkins_Skin16,
eDefaultSkins_Skin17,
eDefaultSkins_Count,
};

View File

@@ -2128,7 +2128,12 @@ unsigned int Entity::getAnimOverrideBitmask()
(1<<HumanoidModel::eAnim_DisableRenderTorso) |
(1<<HumanoidModel::eAnim_DisableRenderLeg0) |
(1<<HumanoidModel::eAnim_DisableRenderLeg1) |
(1<<HumanoidModel::eAnim_DisableRenderHair);
(1<<HumanoidModel::eAnim_DisableRenderHair) |
(1<<HumanoidModel::eAnim_DisableRenderSleeve1) |
(1<<HumanoidModel::eAnim_DisableRenderSleeve0) |
(1<<HumanoidModel::eAnim_DisableRenderPants1) |
(1<<HumanoidModel::eAnim_DisableRenderPants0) |
(1<<HumanoidModel::eAnim_DisableRenderJacket);
if((m_uiAnimOverrideBitmask & HumanoidModel::m_staticBitmaskIgnorePlayerCustomAnimSetting)!=0)
{

View File

@@ -100,6 +100,9 @@ void Player::_init()
m_ppAdditionalModelParts=nullptr;
m_bCheckedForModelParts=false;
m_bCheckedDLCForModelParts=false;
m_ppModelOffsets=nullptr;
m_bCheckedForModelOffsets=false;
m_bCheckedDLCForModelOffsets=false;
#if defined(__PS3__) || defined(__ORBIS__)
m_ePlayerNameValidState=ePlayerNameValid_NotSet;
@@ -713,7 +716,10 @@ void Player::setCustomSkin(DWORD skinId)
// reset the check for model parts
m_bCheckedForModelParts=false;
m_bCheckedDLCForModelParts=false;
m_bCheckedForModelOffsets=false;
m_bCheckedDLCForModelOffsets=false;
this->SetAdditionalModelParts(nullptr);
this->SetModelOffsets(nullptr);
}
@@ -759,6 +765,12 @@ unsigned int Player::getSkinAnimOverrideBitmask(DWORD skinId)
return bitmask;
}
vector<SKIN_OFFSET *> *Player::getSkinModelOffsets(DWORD skinId)
{
vector<SKIN_OFFSET *> *skinOffsets = app.GetModelOffsets(skinId);
return skinOffsets;
}
void Player::setXuid(PlayerUID xuid)
{
m_xuid = xuid;
@@ -2702,6 +2714,26 @@ int Player::getTexture()
return TN_MOB_CHAR6; // 4J - was L"/mob/char6.png";
case eDefaultSkins_Skin7:
return TN_MOB_CHAR7; // 4J - was L"/mob/char7.png";
case eDefaultSkins_Skin8:
return TN_MOB_ALEX; // 4J - was L"/mob/alex.png";
case eDefaultSkins_Skin9:
return TN_MOB_ALEX1; // 4J - was L"/mob/alex1.png";
case eDefaultSkins_Skin10:
return TN_MOB_ALEX2; // 4J - was L"/mob/alex2.png";
case eDefaultSkins_Skin11:
return TN_MOB_ALEX3; // 4J - was L"/mob/alex3.png";
case eDefaultSkins_Skin12:
return TN_MOB_ALEX4; // 4J - was L"/mob/alex4.png";
case eDefaultSkins_Skin13:
return TN_MOB_ALEX5; // 4J - was L"/mob/alex5.png";
case eDefaultSkins_Skin14:
return TN_MOB_ALEX6; // 4J - was L"/mob/alex6.png";
case eDefaultSkins_Skin15:
return TN_MOB_ALEX7; // 4J - was L"/mob/alex7.png";
case eDefaultSkins_Skin16:
return TN_MOB_DEVALEX; // 4J - was L"/mob/DevAlex.png";
case eDefaultSkins_Skin17:
return TN_MOB_DEVSTEVE; // 4J - was L"/mob/DevSteve.png";
default:
return TN_MOB_CHAR; // 4J - was L"/mob/char.png";
@@ -3128,11 +3160,57 @@ vector<ModelPart *> *Player::GetAdditionalModelParts()
return m_ppAdditionalModelParts;
}
vector<SKIN_OFFSET *> *Player::GetModelOffsets()
{
if(m_ppModelOffsets==nullptr && !m_bCheckedForModelOffsets)
{
bool hasCustomTexture = !customTextureUrl.empty();
bool customTextureIsDefaultSkin = customTextureUrl.substr(0,3).compare(L"def") == 0;
// see if we can find the parts
m_ppModelOffsets=app.GetModelOffsets(m_dwSkinId);
// If it's a default texture (which has no parts), we have the parts, or we already have the texture (in which case we should have parts if there are any) then we are done
if(!hasCustomTexture || customTextureIsDefaultSkin || m_ppModelOffsets != nullptr || app.IsFileInMemoryTextures(customTextureUrl))
{
m_bCheckedForModelOffsets=true;
}
if(m_ppModelOffsets == nullptr && !m_bCheckedDLCForModelOffsets)
{
m_bCheckedDLCForModelOffsets = true;
// we don't have the data from the dlc skin yet
app.DebugPrintf("m_bCheckedForModelOffsets Couldn't get model offsets for skin %X\n",m_dwSkinId);
// do we have it from the DLC pack?
DLCSkinFile *pDLCSkinFile = app.m_dlcManager.getSkinFile(this->customTextureUrl);
if(pDLCSkinFile!=nullptr)
{
DWORD dwBoxC=pDLCSkinFile->getOffsetsCount();
if(dwBoxC!=0)
{
app.DebugPrintf("m_bCheckedForModelOffsets Got model offsets from DLCskin for skin %X\n",m_dwSkinId);
m_ppModelOffsets=app.SetSkinOffsets(m_dwSkinId,pDLCSkinFile->getOffsets());
}
m_bCheckedForModelOffsets=true;
}
}
}
return m_ppModelOffsets;
}
void Player::SetAdditionalModelParts(vector<ModelPart *> *ppAdditionalModelParts)
{
m_ppAdditionalModelParts=ppAdditionalModelParts;
}
void Player::SetModelOffsets(vector<SKIN_OFFSET *> *ppModelOffsets)
{
m_ppModelOffsets=ppModelOffsets;
}
#if defined(__PS3__) || defined(__ORBIS__)
Player::ePlayerNameValidState Player::GetPlayerNameValidState(void)

View File

@@ -411,6 +411,7 @@ public:
static DWORD getCapeIdFromPath(const wstring &cape);
static wstring getCapePathFromId(DWORD capeId);
static unsigned int getSkinAnimOverrideBitmask(DWORD skinId);
vector<SKIN_OFFSET *> *getSkinModelOffsets(DWORD skinId);
// 4J Added
void setXuid(PlayerUID xuid);
@@ -520,6 +521,8 @@ public:
vector<ModelPart *> *GetAdditionalModelParts();
void SetAdditionalModelParts(vector<ModelPart *> *ppAdditionalModelParts);
vector<SKIN_OFFSET *> *GetModelOffsets();
void SetModelOffsets(vector<SKIN_OFFSET *> *ppModelOffsets);
#if defined(__PS3__) || defined(__ORBIS__)
enum ePlayerNameValidState
@@ -536,6 +539,9 @@ private:
vector<ModelPart *> *m_ppAdditionalModelParts;
bool m_bCheckedForModelParts;
bool m_bCheckedDLCForModelParts;
vector<SKIN_OFFSET *> *m_ppModelOffsets;
bool m_bCheckedForModelOffsets;
bool m_bCheckedDLCForModelOffsets;
#if defined(__PS3__) || defined(__ORBIS__)
ePlayerNameValidState m_ePlayerNameValidState; // 4J-PB - to ensure we have the characters for this name in our font, or display a player number instead

View File

@@ -12,7 +12,9 @@ TextureAndGeometryPacket::TextureAndGeometryPacket()
this->dwTextureBytes = 0;
this->pbData = nullptr;
this->dwBoxC = 0;
this->dwOffsetC = 0;
this->BoxDataA = nullptr;
this->OffsetDataA = nullptr;
uiAnimOverrideBitmask=0;
}
@@ -43,7 +45,9 @@ TextureAndGeometryPacket::TextureAndGeometryPacket(const wstring &textureName, P
this->pbData = pbData;
this->dwTextureBytes = dwBytes;
this->dwBoxC = 0;
this->dwOffsetC = 0;
this->BoxDataA=nullptr;
this->OffsetDataA=nullptr;
this->uiAnimOverrideBitmask=0;
}
@@ -62,6 +66,7 @@ TextureAndGeometryPacket::TextureAndGeometryPacket(const wstring &textureName, P
this->dwTextureBytes = dwBytes;
this->uiAnimOverrideBitmask = pDLCSkinFile->getAnimOverrideBitmask();
this->dwBoxC = pDLCSkinFile->getAdditionalBoxesCount();
this->dwOffsetC = pDLCSkinFile->getOffsetsCount();
if(this->dwBoxC!=0)
{
this->BoxDataA= new SKIN_BOX [this->dwBoxC];
@@ -77,9 +82,24 @@ TextureAndGeometryPacket::TextureAndGeometryPacket(const wstring &textureName, P
{
this->BoxDataA=nullptr;
}
if(this->dwOffsetC!=0)
{
this->OffsetDataA= new SKIN_OFFSET [this->dwOffsetC];
vector<SKIN_OFFSET *> *pSkinOffsets=pDLCSkinFile->getOffsets();
int iCount=0;
for(auto& pSkinOffset : *pSkinOffsets)
{
this->OffsetDataA[iCount++]=*pSkinOffset;
}
}
else
{
this->OffsetDataA=nullptr;
}
}
TextureAndGeometryPacket::TextureAndGeometryPacket(const wstring &textureName, PBYTE pbData, DWORD dwBytes,vector<SKIN_BOX *> *pvSkinBoxes, unsigned int uiAnimOverrideBitmask)
TextureAndGeometryPacket::TextureAndGeometryPacket(const wstring &textureName, PBYTE pbData, DWORD dwBytes, vector<SKIN_BOX *> *pvSkinBoxes, vector<SKIN_OFFSET *> *pvSkinOffsets, unsigned int uiAnimOverrideBitmask)
{
this->textureName = textureName;
@@ -109,6 +129,22 @@ TextureAndGeometryPacket::TextureAndGeometryPacket(const wstring &textureName, P
this->BoxDataA[iCount++]=*pSkinBox;
}
}
if(pvSkinOffsets==nullptr)
{
this->dwOffsetC=0;
this->OffsetDataA=nullptr;
}
else
{
this->dwOffsetC = static_cast<DWORD>(pvSkinOffsets->size());
this->OffsetDataA= new SKIN_OFFSET [this->dwOffsetC];
int iCount=0;
for(auto& pSkinOffset : *pvSkinOffsets)
{
this->OffsetDataA[iCount++]=*pSkinOffset;
}
}
}
@@ -148,6 +184,7 @@ void TextureAndGeometryPacket::read(DataInputStream *dis) //throws IOException
uiAnimOverrideBitmask = dis->readInt();
short rawBoxC = dis->readShort();
short rawOffsetC = dis->readShort();
if (rawBoxC <= 0)
{
dwBoxC = 0;
@@ -160,11 +197,27 @@ void TextureAndGeometryPacket::read(DataInputStream *dis) //throws IOException
dwBoxC = 0; // sane limit for skin boxes
}
}
if (rawOffsetC <= 0)
{
dwOffsetC = 0;
}
else
{
dwOffsetC = (DWORD)(unsigned short)rawOffsetC;
if (dwOffsetC > 256)
{
dwOffsetC = 0; // sane limit for skin offsets
}
}
if(dwBoxC>0)
{
this->BoxDataA= new SKIN_BOX [dwBoxC];
}
if(dwOffsetC>0)
{
this->OffsetDataA= new SKIN_OFFSET [dwOffsetC];
}
for(DWORD i=0;i<dwBoxC;i++)
{
@@ -177,6 +230,15 @@ void TextureAndGeometryPacket::read(DataInputStream *dis) //throws IOException
this->BoxDataA[i].fD = dis->readFloat();
this->BoxDataA[i].fU = dis->readFloat();
this->BoxDataA[i].fV = dis->readFloat();
this->BoxDataA[i].fA = dis->readFloat();
this->BoxDataA[i].fM = dis->readFloat();
this->BoxDataA[i].fS = dis->readFloat();
}
for(DWORD i=0;i<dwOffsetC;i++)
{
this->OffsetDataA[i].ePart = static_cast<eBodyOffset>(dis->readShort());
this->OffsetDataA[i].fD = dis->readFloat();
this->OffsetDataA[i].fO = dis->readFloat();
}
}
@@ -203,6 +265,17 @@ void TextureAndGeometryPacket::write(DataOutputStream *dos) //throws IOException
dos->writeFloat(this->BoxDataA[i].fD);
dos->writeFloat(this->BoxDataA[i].fU);
dos->writeFloat(this->BoxDataA[i].fV);
dos->writeFloat(this->BoxDataA[i].fA);
dos->writeFloat(this->BoxDataA[i].fM);
dos->writeFloat(this->BoxDataA[i].fS);
}
dos->writeShort(static_cast<short>(dwOffsetC));
for(DWORD i=0;i<dwOffsetC;i++)
{
dos->writeShort(static_cast<short>(this->OffsetDataA[i].ePart));
dos->writeFloat(this->OffsetDataA[i].fD);
dos->writeFloat(this->OffsetDataA[i].fO);
}
}

View File

@@ -4,6 +4,7 @@ using namespace std;
#include "Packet.h"
#include "..\Minecraft.Client\Model.h"
#include "..\Minecraft.Client\SkinBox.h"
#include "..\Minecraft.Client\SkinOffset.h"
class DLCSkinFile;
@@ -15,14 +16,16 @@ public:
PBYTE pbData;
DWORD dwTextureBytes;
SKIN_BOX *BoxDataA;
SKIN_OFFSET *OffsetDataA;
DWORD dwBoxC;
DWORD dwOffsetC;
unsigned int uiAnimOverrideBitmask;
TextureAndGeometryPacket();
~TextureAndGeometryPacket();
TextureAndGeometryPacket(const wstring &textureName, PBYTE pbData, DWORD dwBytes);
TextureAndGeometryPacket(const wstring &textureName, PBYTE pbData, DWORD dwBytes, DLCSkinFile *pDLCSkinFile);
TextureAndGeometryPacket(const wstring &textureName, PBYTE pbData, DWORD dwBytes, vector<SKIN_BOX *> *pvSkinBoxes, unsigned int uiAnimOverrideBitmask);
TextureAndGeometryPacket(const wstring &textureName, PBYTE pbData, DWORD dwBytes, vector<SKIN_BOX *> *pvSkinBoxes, vector<SKIN_OFFSET *> *pvSkinOffsets, unsigned int uiAnimOverrideBitmask);
virtual void handle(PacketListener *listener);
virtual void read(DataInputStream *dis);