Files
MinecraftConsoles/Minecraft.Client/HumanoidModel.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

498 lines
14 KiB
C++

#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> 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, 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
{
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);
}
}
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);
}
}
}
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<<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);
}