#include "stdafx.h" #include "HumanoidModel.h" #include "..\Minecraft.World\Mth.h" #include "..\Minecraft.World\Entity.h" #include "ModelPart.h" // 4J added ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox) { ModelPart *pAttachTo=NULL; 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; } // first check this box doesn't already exist ModelPart *pNewBox = pAttachTo->retrieveChild(pBox); if(pNewBox) { if((pNewBox->getfU()!=(int)pBox->fU) || (pNewBox->getfV()!=(int)pBox->fV)) { app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Box geometry was found, but with different uvs\n"); pNewBox=NULL; } } if(pNewBox==NULL) { //app.DebugPrintf("HumanoidModel::AddOrRetrievePart - Adding box to model part\n"); pNewBox = new ModelPart(this, (int)pBox->fU, (int)pBox->fV); pNewBox->visible=false; pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, 0); // 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) { this->texWidth = texWidth; this->texHeight = texHeight; 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); arm0 = new ModelPart(this, 24 + 16, 16); arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0 arm0->setPos(-5, 2 + 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); leg0 = new ModelPart(this, 0, 16); leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0 leg0->setPos(-1.9, 12 + yOffset, 0); 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); // 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); 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; } HumanoidModel::HumanoidModel() : Model() { _init(0, 0, 64, 32); } HumanoidModel::HumanoidModel(float g) : Model() { _init(g, 0, 64, 32); } HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight) : Model() { _init(g,yOffset,texWidth,texHeight); } void HumanoidModel::render(shared_ptr entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled) { if(entity!=NULL) { m_uiAnimOverrideBitmask=entity->getAnimOverrideBitmask(); } setupAnim(time, r, bob, yRot, xRot, scale, 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 { head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); } } void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, 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; // Does the skin have an override for anim? if(uiBitmaskOverrideAnim&(1<xRot=0.0f; arm1->xRot=0.0f; arm0->zRot = 0.0f; arm1->zRot = 0.0f; } else if(uiBitmaskOverrideAnim&(1<xRot=-HALF_PI; arm1->xRot=-HALF_PI; arm0->zRot = 0.0f; arm1->zRot = 0.0f; } else if(uiBitmaskOverrideAnim&(1<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<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) { 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 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<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<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<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) { 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); } } } 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; 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; head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<0); }