#include "stdafx.h" #include "ModelPart.h" #include "SkeletonHeadModel.h" void SkeletonHeadModel::_init(int u, int v, int tw, int th) { texWidth = tw; texHeight = th; head = new ModelPart(this, u, v); // 4J Stu - Set "g" param to 0.1 to fix z-fighting issues (hair has this set to 0.5, so need to be less that that) // Fix for #101501 - TU12: Content: Art: Z-Fighting occurs on the bottom side of a character's head when a Mob Head is equipped. head->addBox(-4, -8, -4, 8, 8, 8, 0.1); // Head head->setPos(0, 0, 0); // 4J added - compile now to avoid random performance hit first time cubes are rendered head->compile(1.0f/16.0f); } SkeletonHeadModel::SkeletonHeadModel() { _init(0, 35, 64, 64); } SkeletonHeadModel::SkeletonHeadModel(int u, int v, int tw, int th) { _init(u,v,tw,th); } void SkeletonHeadModel::render(shared_ptr entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled) { setupAnim(time, r, bob, yRot, xRot, scale); head->render(scale,usecompiled); } void SkeletonHeadModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, unsigned int uiBitmaskOverrideAnim) { Model::setupAnim(time, r, bob, yRot, xRot, scale, uiBitmaskOverrideAnim); head->yRot = yRot / (180 / PI); head->xRot = xRot / (180 / PI); }