mirror of
https://github.com/neoStudiosLCE/neoLegacy.git
synced 2026-05-22 21:04:56 +00:00
112 lines
4.2 KiB
C++
112 lines
4.2 KiB
C++
#include "stdafx.h"
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#include "ArmorStandRenderer.h"
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#include "Textures.h"
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#include "HumanoidModel.h"
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#include "ArmorStandModel.h"
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#include "..\Minecraft.World\ArmorStand.h"
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class ArmorStandArmorModel : public HumanoidModel {
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public:
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ArmorStandArmorModel(float scale) : HumanoidModel(scale) {}
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virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0) override {
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}
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};
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static const float DEG_TO_RAD = 3.14159265f / 180.0f;
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ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND = ResourceLocation(TN_MOB_ARMORSTAND);
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ArmorStandRenderer::ArmorStandRenderer()
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: HumanoidMobRenderer(new ArmorStandModel(), 0.0f, 1.0f)
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{
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createArmorParts();
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}
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ResourceLocation *ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
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{
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return &LOC_ARMOR_STAND;
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}
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void ArmorStandRenderer::createArmorParts()
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{
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armorParts1 = new ArmorStandArmorModel(1.0f);
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armorParts2 = new ArmorStandArmorModel(0.5f);
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}
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void ArmorStandRenderer::render(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a)
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{
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HumanoidMobRenderer::render(entity, x, y, z, rot, a);
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}
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void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, float ws, float bob,
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float headRotMinusBodyRot, float headRotx, float scale)
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{
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shared_ptr<ArmorStand> stand = dynamic_pointer_cast<ArmorStand>(mob);
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if (!stand) return;
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ArmorStandModel *m = static_cast<ArmorStandModel *>(model);
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if (!m) return;
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Rotations h = stand->getHeadPose();
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Rotations b = stand->getBodyPose();
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Rotations la = stand->getLeftArmPose();
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Rotations ra = stand->getRightArmPose();
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Rotations ll = stand->getLeftLegPose();
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Rotations rl = stand->getRightLegPose();
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m->setupPose(
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h.x * DEG_TO_RAD, h.y * DEG_TO_RAD, h.z * DEG_TO_RAD,
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b.x * DEG_TO_RAD, b.y * DEG_TO_RAD, b.z * DEG_TO_RAD,
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la.x * DEG_TO_RAD, la.y * DEG_TO_RAD, la.z * DEG_TO_RAD,
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ra.x * DEG_TO_RAD, ra.y * DEG_TO_RAD, ra.z * DEG_TO_RAD,
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ll.x * DEG_TO_RAD, ll.y * DEG_TO_RAD, ll.z * DEG_TO_RAD,
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rl.x * DEG_TO_RAD, rl.y * DEG_TO_RAD, rl.z * DEG_TO_RAD
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);
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HumanoidModel *a1 = static_cast<HumanoidModel*>(armorParts1);
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if (a1) {
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a1->head->xRot = h.x * DEG_TO_RAD; a1->head->yRot = h.y * DEG_TO_RAD; a1->head->zRot = h.z * DEG_TO_RAD;
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if (a1->hair) { a1->hair->xRot = h.x * DEG_TO_RAD; a1->hair->yRot = h.y * DEG_TO_RAD; a1->hair->zRot = h.z * DEG_TO_RAD; }
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a1->body->xRot = b.x * DEG_TO_RAD; a1->body->yRot = b.y * DEG_TO_RAD; a1->body->zRot = b.z * DEG_TO_RAD;
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a1->arm0->xRot = ra.x * DEG_TO_RAD; a1->arm0->yRot = ra.y * DEG_TO_RAD; a1->arm0->zRot = ra.z * DEG_TO_RAD; // right
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a1->arm1->xRot = la.x * DEG_TO_RAD; a1->arm1->yRot = la.y * DEG_TO_RAD; a1->arm1->zRot = la.z * DEG_TO_RAD; // left
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a1->leg0->xRot = rl.x * DEG_TO_RAD; a1->leg0->yRot = rl.y * DEG_TO_RAD; a1->leg0->zRot = rl.z * DEG_TO_RAD; // right
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a1->leg1->xRot = ll.x * DEG_TO_RAD; a1->leg1->yRot = ll.y * DEG_TO_RAD; a1->leg1->zRot = ll.z * DEG_TO_RAD; // left
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}
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HumanoidModel *a2 = static_cast<HumanoidModel*>(armorParts2);
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if (a2) {
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a2->head->xRot = h.x * DEG_TO_RAD; a2->head->yRot = h.y * DEG_TO_RAD; a2->head->zRot = h.z * DEG_TO_RAD;
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if (a2->hair) { a2->hair->xRot = h.x * DEG_TO_RAD; a2->hair->yRot = h.y * DEG_TO_RAD; a2->hair->zRot = h.z * DEG_TO_RAD; }
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a2->body->xRot = b.x * DEG_TO_RAD; a2->body->yRot = b.y * DEG_TO_RAD; a2->body->zRot = b.z * DEG_TO_RAD;
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a2->arm0->xRot = ra.x * DEG_TO_RAD; a2->arm0->yRot = ra.y * DEG_TO_RAD; a2->arm0->zRot = ra.z * DEG_TO_RAD;
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a2->arm1->xRot = la.x * DEG_TO_RAD; a2->arm1->yRot = la.y * DEG_TO_RAD; a2->arm1->zRot = la.z * DEG_TO_RAD;
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a2->leg0->xRot = rl.x * DEG_TO_RAD; a2->leg0->yRot = rl.y * DEG_TO_RAD; a2->leg0->zRot = rl.z * DEG_TO_RAD;
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a2->leg1->xRot = ll.x * DEG_TO_RAD; a2->leg1->yRot = ll.y * DEG_TO_RAD; a2->leg1->zRot = ll.z * DEG_TO_RAD;
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}
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HumanoidMobRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale);
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}
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