* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
64 lines
2.1 KiB
C++
64 lines
2.1 KiB
C++
#pragma once
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#include "..\Minecraft.World\ArrayWithLength.h"
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#include "Vertex.h"
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#include "Polygon.h"
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#include "Model.h"
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#include "..\Minecraft.Client\SkinBox.h"
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class Cube;
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class ModelPart
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{
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public:
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float xTexSize;
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float yTexSize;
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float x, y, z;
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float xRot, yRot, zRot;
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bool bMirror;
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bool visible;
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bool neverRender;
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vector <Cube *> cubes;
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vector <ModelPart *> children;
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static const float RAD;
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float translateX, translateY, translateZ;
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private:
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wstring id;
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int xTexOffs, yTexOffs;
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boolean compiled;
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int list;
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Model *model;
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public:
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void _init(); // 4J added
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ModelPart();
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ModelPart(Model *model, const wstring &id);
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ModelPart(Model *model);
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ModelPart(Model *model, int xTexOffs, int yTexOffs);
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// MGH - had to add these for PS3, as calling constructors from others was only introduced in c++11 - https://en.wikipedia.org/wiki/C++11#Object_construction_improvement
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void construct(Model *model, const wstring &id);
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void construct(Model *model);
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void construct(Model *model, int xTexOffs, int yTexOffs);
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void addChild(ModelPart *child);
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ModelPart * retrieveChild(SKIN_BOX *pBox);
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ModelPart *mirror();
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ModelPart *texOffs(int xTexOffs, int yTexOffs);
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ModelPart *addBox(wstring id, float x0, float y0, float z0, int w, int h, int d);
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ModelPart *addBox(float x0, float y0, float z0, int w, int h, int d);
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ModelPart *addBoxWithMask(float x0, float y0, float z0, int w, int h, int d, int faceMask); // 4J added
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void addBox(float x0, float y0, float z0, int w, int h, int d, float g);
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void addHumanoidBox(float x0, float y0, float z0, int w, int h, int d, float g); // 4J - to flip the poly 3 uvs so the skin maps correctly
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void addTexBox(float x0, float y0, float z0, int w, int h, int d, int tex);
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void setPos(float x, float y, float z);
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void render(float scale, bool usecompiled,bool bHideParentBodyPart=false);
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void renderRollable(float scale, bool usecompiled);
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void translateTo(float scale);
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ModelPart *setTexSize(int xs, int ys);
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void mimic(ModelPart *o);
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void compile(float scale);
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int getfU() {return xTexOffs;}
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int getfV() {return yTexOffs;}
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};
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