#include "stdafx.h" #include "..\Minecraft.World\net.minecraft.world.entity.animal.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" #include "VillagerGolemModel.h" #include "ModelPart.h" #include "VillagerGolemRenderer.h" VillagerGolemRenderer::VillagerGolemRenderer() : MobRenderer(new VillagerGolemModel(), 0.5f) { golemModel = (VillagerGolemModel *) model; } int VillagerGolemRenderer::prepareArmor(VillagerGolemModel *villagerGolem, int layer, float a) { return -1; } void VillagerGolemRenderer::render(shared_ptr mob, double x, double y, double z, float rot, float a) { MobRenderer::render(mob, x, y, z, rot, a); } void VillagerGolemRenderer::setupRotations(shared_ptr _mob, float bob, float bodyRot, float a) { // 4J - original version used generics and thus had an input parameter of type Blaze rather than shared_ptr we have here - // do some casting around instead shared_ptr mob = dynamic_pointer_cast(_mob); MobRenderer::setupRotations(mob, bob, bodyRot, a); if (mob->walkAnimSpeed < 0.01) return; float p = 13; float wp = mob->walkAnimPos - mob->walkAnimSpeed * (1 - a) + 6; float triangleWave = (abs(fmod(wp ,p) - p * 0.5f) - p * 0.25f) / (p * 0.25f); glRotatef(6.5f * triangleWave, 0, 0, 1); } void VillagerGolemRenderer::additionalRendering(shared_ptr _mob, float a) { // 4J - original version used generics and thus had an input parameter of type Blaze rather than shared_ptr we have here - // do some casting around instead shared_ptr mob = dynamic_pointer_cast(_mob); MobRenderer::additionalRendering(mob, a); if (mob->getOfferFlowerTick() == 0) return; glEnable(GL_RESCALE_NORMAL); glPushMatrix(); // dont ask me how I got the flower into his hand. glRotatef(5 + 180 * golemModel->arm0->xRot / PI, 1, 0, 0); glTranslatef(-11 / 16.0f, 20 / 16.0f, -15 / 16.0f); glRotatef(90, 1, 0, 0); float s = 0.8f; glScalef(s, -s, s); if (SharedConstants::TEXTURE_LIGHTING) { int col = mob->getLightColor(a); int u = col % 65536; int v = col / 65536; glMultiTexCoord2f(GL_TEXTURE1, u / 1.0f, v / 1.0f); glColor4f(1, 1, 1, 1); } glColor4f(1, 1, 1, 1); bindTexture(TN_TERRAIN); //"/terrain.png"); tileRenderer->renderTile(Tile::rose, 0, 1); glPopMatrix(); glDisable(GL_RESCALE_NORMAL); }