Files
Langtanium-MinecraftConsoles/Minecraft.Client/HumanoidModel.cpp
Langtanium 760484e546 Squashed commit of the following:
commit b40530fa5e
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Wed Apr 15 19:59:46 2026 -0700

    Implemented skin offsets in UI

    Added code to render skin offsets in the skin select UI.

commit a8384d9840
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Wed Apr 15 19:38:08 2026 -0700

    Partially implemented offsets

    Added code that visually shifts the player's model parts, but only in game not in the skin select UI.

commit 875100cf9a
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Wed Apr 15 16:48:03 2026 -0700

    Minor change

    Simplified redundant conditions in HumanoidModel.cpp

commit 96f683d1fb
Merge: db685a74 24c74aa2
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 14 16:37:30 2026 -0700

    Merge branch 'feat/64x64-skins' into feat/skin-offsets

commit db685a74f3
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 14 15:35:38 2026 -0700

    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).

commit aa769d54ad
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Sat Apr 11 19:36:52 2026 -0700

    Fixed crashes

    Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data.

commit f18ac12cc0
Merge: 8e76763a fd2fd659
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Fri Apr 10 16:06:57 2026 -0700

    Merge branch 'feat/64x64-skins' into feat/skin-offsets

commit 8e76763a3d
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 7 16:50:43 2026 -0700

    Made more changes

    Made more changes in files to support skin offsets. The game still crashes when trying to load skins.

commit 1a8f353297
Merge: a1d9ae59 bb5fa506
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 7 13:12:39 2026 -0700

    Merge branch 'feat/64x64-skins' into feat/skin-offsets

commit a1d9ae591a
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Fri Apr 3 21:50:42 2026 -0700

    Added small additions

    Added more code referencing skin offsets. Still doesn't work correctly.

commit d28a751d9c
Merge: 3888de7a 8bf03435
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Thu Apr 2 17:09:08 2026 -0700

    Merge branch 'smartcmd:main' into feat/skin-offsets

commit 3888de7ab4
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Thu Apr 2 17:07:48 2026 -0700

    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.
2026-04-15 20:00:28 -07:00

1004 lines
27 KiB
C++

#include "stdafx.h"
#include "HumanoidModel.h"
#include "..\Minecraft.World\Mth.h"
#include "..\Minecraft.World\Player.h"
#include "ModelPart.h"
// 4J added
ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
{
ModelPart *pAttachTo=nullptr;
float scale=0;
switch(pBox->ePart)
{
case eBodyPart_Head:
pAttachTo=head;
break;
case eBodyPart_Body:
pAttachTo=body;
break;
case eBodyPart_Arm0:
pAttachTo=arm0;
break;
case eBodyPart_Arm1:
pAttachTo=arm1;
break;
case eBodyPart_Leg0:
pAttachTo=leg0;
break;
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);
if(pNewBox)
{
if((pNewBox->getfU()!=static_cast<int>(pBox->fU)) || (pNewBox->getfV()!=static_cast<int>(pBox->fV)))
{
app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Box geometry was found, but with different uvs\n");
pNewBox=nullptr;
}
}
if(pNewBox==nullptr)
{
//app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Adding box to model part\n");
pNewBox = new ModelPart(this, static_cast<int>(pBox->fU), static_cast<int>(pBox->fV));
pNewBox->visible=false;
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);
}
return pNewBox;
}
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
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);
body = new ModelPart(this, 16, 16);
body->addHumanoidBox(-4, 0, -2, 8, 12, 4, g); // Body
body->setPos(0, 0 + 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);
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);
}
if (texHeight == 64)
{
arm0 = new ModelPart(this, 24 + 16, 16);
arm1 = new ModelPart(this, 16 + 16, 48);
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
cloak->compile(1.0f/16.0f);
ear->compile(1.0f/16.0f);
head->compile(1.0f/16.0f);
body->compile(1.0f/16.0f);
arm0->compile(1.0f/16.0f);
arm1->compile(1.0f/16.0f);
leg0->compile(1.0f/16.0f);
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;
idle=false;
bowAndArrow=false;
// 4J added
eating = false;
eating_t = 0.0f;
eating_swing = 0.0f;
m_uiAnimOverrideBitmask = 0L;
m_isArmor = isArmor;
}
HumanoidModel::HumanoidModel() : Model()
{
_init(0, 0, 64, 32, false, false);
}
HumanoidModel::HumanoidModel(float g) : Model()
{
_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, false, false);
}
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)
{
m_uiAnimOverrideBitmask=entity->getAnimOverrideBitmask();
}
setupAnim(time, r, bob, yRot, xRot, scale, entity, m_uiAnimOverrideBitmask);
if (young)
{
float ss = 2.0f;
glPushMatrix();
glScalef(1.5f / ss, 1.5f / ss, 1.5f / ss);
glTranslatef(0, 16 * scale, 0);
head->render(scale, usecompiled);
glPopMatrix();
glPushMatrix();
glScalef(1 / ss, 1 / ss, 1 / ss);
glTranslatef(0, 24 * scale, 0);
body->render(scale, usecompiled);
arm0->render(scale, usecompiled);
arm1->render(scale, usecompiled);
leg0->render(scale, usecompiled);
leg1->render(scale, usecompiled);
hair->render(scale, usecompiled);
glPopMatrix();
}
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};
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);
}
}
void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
{
//bool bIsAttacking = (attackTime > -9990.0f);
{
head->yRot = yRot / (float) (180.0f / PI);
head->xRot = xRot / (float) (180.0f / PI);
hair->yRot = head->yRot;
hair->xRot = head->xRot;
body->z = 0.0f;
// Does the skin have an override for anim?
if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsDown))
{
arm0->xRot=0.0f;
arm1->xRot=0.0f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsOutFront))
{
arm0->xRot=-HALF_PI;
arm1->xRot=-HALF_PI;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleArms))
{
arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
arm1->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
// 4J-PB - Weeping Angel - does't look good holding something in the arm that's up
else if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty)) && (holdingRightHand==0) && (attackTime==0.0f))
{
arm0->xRot = -PI;
arm0->zRot = -0.3f;
arm1->xRot = ( Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
arm1->zRot = 0.0f;
}
else
{
arm0->xRot = (Mth::cos(time * 0.6662f + PI) * 2.0f) * r * 0.5f;
arm1->xRot = ( Mth::cos(time * 0.6662f) * 2.0f) * r * 0.5f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
leg0->yRot = 0.0f;
leg1->yRot = 0.0f;
if (riding)
{
if ((uiBitmaskOverrideAnim&(1<<eAnim_SmallModel)) == 0)
{
arm0->xRot += -HALF_PI * 0.4f;
arm1->xRot += -HALF_PI * 0.4f;
leg0->xRot = -HALF_PI * 0.8f;
leg1->xRot = -HALF_PI * 0.8f;
leg0->yRot = HALF_PI * 0.2f;
leg1->yRot = -HALF_PI * 0.2f;
}
else
{
arm0->xRot += -HALF_PI * 0.4f;
arm1->xRot += -HALF_PI * 0.4f;
leg0->xRot = -HALF_PI * 0.4f;
leg1->xRot = -HALF_PI * 0.4f;
}
}
else if(idle && !sneaking )
{
leg0->xRot = -HALF_PI;
leg1->xRot = -HALF_PI;
leg0->yRot = HALF_PI * 0.2f;
leg1->yRot = -HALF_PI * 0.2f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_NoLegAnim))
{
leg0->xRot=0.0f;
leg0->zRot=0.0f;
leg1->xRot=0.0f;
leg1->zRot=0.0f;
leg0->yRot = 0.0f;
leg1->yRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleLegs))
{
leg0->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
leg1->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
}
else
{
leg0->xRot = ( Mth::cos(time * 0.6662f) * 1.4f) * r;
leg1->xRot = ( Mth::cos(time * 0.6662f + PI) * 1.4f) * r;
}
if (holdingLeftHand != 0)
{
arm1->xRot = arm1->xRot * 0.5f - HALF_PI * 0.2f * holdingLeftHand;
}
if (holdingRightHand != 0)
{
arm0->xRot = arm0->xRot * 0.5f - HALF_PI * 0.2f * holdingRightHand;
}
arm0->yRot = 0.0f;
arm1->yRot = 0.0f;
if (attackTime > -9990.0f)
{
float swing = attackTime;
body->yRot = Mth::sin(sqrt(swing) * PI * 2.0f) * 0.2f;
arm0->z = Mth::sin(body->yRot) * 5.0f;
arm0->x = -Mth::cos(body->yRot) * 5.0f;
arm1->z = -Mth::sin(body->yRot) * 5.0f;
arm1->x = Mth::cos(body->yRot) * 5.0f;
arm0->yRot += body->yRot;
arm1->yRot += body->yRot;
arm1->xRot += body->yRot;
swing = 1.0f - attackTime;
swing *= swing;
swing *= swing;
swing = 1.0f - swing;
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;
if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty))&& (holdingRightHand==0) && (attackTime==0.0f))
{
arm0->zRot -= Mth::sin(attackTime * PI) * -0.4f;
}
else
{
arm0->zRot = Mth::sin(attackTime * PI) * -0.4f;
}
}
// 4J added
if( eating )
{
// These factors are largely lifted from ItemInHandRenderer to try and keep the 3rd person eating animation as similar as possible
float is = 1 - eating_swing;
is = is * is * is;
is = is * is * is;
is = is * is * is;
float iss = 1 - is;
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)
{
if(uiBitmaskOverrideAnim&(1<<eAnim_SmallModel))
{
body->xRot = -0.5f;
leg0->xRot -= 0.0f;
leg1->xRot -= 0.0f;
arm0->xRot += 0.4f;
arm1->xRot += 0.4f;
leg0->z = -4.0f;
leg1->z = -4.0f;
body->z = 2.0f;
body->y = 0.0f;
arm0->y = 2.0f;
arm1->y = 2.0f;
leg0->y = +9.0f;
leg1->y = +9.0f;
head->y = +1.0f;
hair->y = +1.0f;
ear->y = +1.0f;
cloak->y = 0.0f;
}
else
{
body->xRot = 0.5f;
leg0->xRot -= 0.0f;
leg1->xRot -= 0.0f;
arm0->xRot += 0.4f;
arm1->xRot += 0.4f;
leg0->z = +4.0f;
leg1->z = +4.0f;
body->y = 0.0f;
arm0->y = 2.0f;
arm1->y = 2.0f;
leg0->y = +9.0f;
leg1->y = +9.0f;
head->y = +1.0f;
hair->y = +1.0f;
ear->y = +1.0f;
cloak->y = 0.0f;
}
}
else
{
body->xRot = 0.0f;
leg0->z = 0.1f;
leg1->z = 0.1f;
if(!riding && idle)
{
leg0->y = 22.0f;
leg1->y = 22.0f;
body->y = 10.0f;
arm0->y = 12.0f;
arm1->y = 12.0f;
head->y = 10.0f;
hair->y = 10.0f;
ear->y = 11.0f;
cloak->y = 10.0f;
}
else
{
leg0->y = 12.0f;
leg1->y = 12.0f;
body->y = 0.0f;
arm0->y = 2.0f;
arm1->y = 2.0f;
head->y = 0.0f;
hair->y = 0.0f;
ear->y = 1.0f;
cloak->y = 0.0f;
}
}
arm0->zRot += ((Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
arm1->zRot -= ((Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
arm0->xRot += ((Mth::sin(bob * 0.067f)) * 0.05f);
arm1->xRot -= ((Mth::sin(bob * 0.067f)) * 0.05f);
if (bowAndArrow)
{
float attack2 = 0.0f;
float attack = 0.0f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
arm0->yRot = -(0.1f - attack2 * 0.6f) + head->yRot;
arm1->yRot = +(0.1f - attack2 * 0.6f) + head->yRot + 0.4f;
arm0->xRot = -HALF_PI + head->xRot;
arm1->xRot = -HALF_PI + head->xRot;
arm0->xRot -= attack2 * 1.2f - attack * 0.4f;
arm1->xRot -= attack2 * 1.2f - attack * 0.4f;
arm0->zRot += ((float) (Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
arm1->zRot -= ((float) (Mth::cos(bob * 0.09f)) * 0.05f + 0.05f);
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);
}
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);
}
void HumanoidModel::renderCloak(float scale,bool usecompiled)
{
cloak->render(scale,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;
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);
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);
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);
}