Files
minecraft-pe-0.6.1/src/client/renderer/entity/HumanoidMobRenderer.cpp
mschiller890 76839dfbaa Android build issues fixed
(except i fixed the wrong stuff first...)
2026-03-14 00:34:44 +01:00

224 lines
8.0 KiB
C++
Executable File

#include "HumanoidMobRenderer.h"
#include "EntityRenderDispatcher.h"
#include "../ItemInHandRenderer.h"
#include "../TileRenderer.h"
#include "../Tesselator.h"
#include "../../model/HumanoidModel.h"
#include "../../../world/level/tile/Tile.h"
#include "../../../world/entity/player/Player.h"
#include "../../../world/entity/player/Inventory.h"
#include "../../../world/item/ItemInstance.h"
#include "../../../world/item/Item.h"
#include "../../../world/item/BowItem.h"
HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel* humanoidModel, float shadow)
: super(humanoidModel, shadow),
humanoidModel(humanoidModel),
lastCapeXRot(0),
lastCapeZRot(0)
{
}
void HumanoidMobRenderer::renderHand() {
humanoidModel->attackTime = 0;
humanoidModel->setupAnim(0, 0, 0, 0, 0, 1 / 16.0f);
//@attn @cuberender @enableClientState @vertexarray
glEnableClientState2(GL_VERTEX_ARRAY);
glEnableClientState2(GL_TEXTURE_COORD_ARRAY);
//glEnableClientState2(GL_COLOR_ARRAY);
humanoidModel->arm0.render(1 / 16.0f);
glDisableClientState2(GL_VERTEX_ARRAY);
glDisableClientState2(GL_TEXTURE_COORD_ARRAY);
//glDisableClientState2(GL_COLOR_ARRAY);
}
void HumanoidMobRenderer::additionalRendering(Mob* mob, float a) {
ItemInstance* item = mob->getCarriedItem();
if (item != NULL && item->count > 0) {
glPushMatrix2();
humanoidModel->arm0.translateTo(1 / 16.0f);
glTranslatef2(-1.0f / 16.0f, 7.0f / 16.0f, 1.0f / 16.0f);
if (item->id < 256 && TileRenderer::canRender(Tile::tiles[item->id]->getRenderShape())) {
float s = 8.0f / 16.0f;
glTranslatef2(0.0f, 3.0f / 16.0f, -5 / 16.0f);
s *= 0.75f;
glRotatef2(20.0f, 1.0f, 0.0f, 0.0f);
glRotatef2(45.0f, 0.0f, 1.0f, 0.0f);
glScalef2(s, -s, s);
} else if (item->id == Item::bow->id) {
const float s = 10.0f / 16.0f;
glTranslatef2(0 / 16.0f, 2 / 16.0f, 5 / 16.0f);
glRotatef2(-20, 0, 1, 0);
glScalef2(s, -s, s);
glRotatef2(-100, 1, 0, 0);
glRotatef2(45, 0, 1, 0);
} else if (Item::items[item->id]->isHandEquipped()) {
float s = 10.0f / 16.0f;
glTranslatef2(0.0f, 3.0f / 16.0f, 0.0f);
glScalef2(s, -s, s);
glRotatef2(-100.0f, 1.0f, 0.0f, 0.0f);
glRotatef2(45.0f, 0.0f, 1.0f, 0.0f);
} else {
float s = 6 / 16.0f;
glTranslatef2(+4 / 16.0f, +3 / 16.0f, -3 / 16.0f);
glScalef2(s, s, s);
glRotatef2(60.0f, 0.0f, 0.0f, 1.0f);
glRotatef2(-90.0f, 1.0f, 0.0f, 0.0f);
glRotatef2(20.0f, 0.0f, 0.0f, 1.0f);
}
entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item);
glPopMatrix2();
}
// Render player cape if available
{
Player* player = Player::asPlayer(mob);
if (player) {
const std::string capeTex = player->getCapeTexture();
if (!capeTex.empty()) {
bindTexture(capeTex);
glPushMatrix2();
// Attach to player body
humanoidModel->body.translateTo(1 / 16.0f);
// Convert model units (pixels) to world units
glScalef2(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
// Position cape slightly down and behind the shoulders
glTranslatef2(0.0f, 1.0f, 2.0f);
// Java-like cape physics (interpolated inertia + body motion)
float pt = a;
double capeX = player->getCapePrevX() + (player->getCapeX() - player->getCapePrevX()) * pt;
double capeY = player->getCapePrevY() + (player->getCapeY() - player->getCapePrevY()) * pt;
double capeZ = player->getCapePrevZ() + (player->getCapeZ() - player->getCapePrevZ()) * pt;
double px = player->xo + (player->x - player->xo) * pt;
double py = player->yo + (player->y - player->yo) * pt;
double pz = player->zo + (player->z - player->zo) * pt;
double dx = capeX - px;
double dy = capeY - py;
double dz = capeZ - pz;
float bodyYaw = player->yBodyRotO + (player->yBodyRot - player->yBodyRotO) * pt;
float rad = bodyYaw * Mth::PI / 180.0f;
double sinYaw = Mth::sin(rad);
double cosYaw = -Mth::cos(rad);
float forward = (float)(dx * sinYaw + dz * cosYaw) * 100.0f;
float sideways = (float)(dx * cosYaw - dz * sinYaw) * 100.0f;
if (forward < 0.0f) forward = 0.0f;
float lift = (float)dy * 10.0f;
if (lift < -6.0f) lift = -6.0f;
if (lift > 32.0f) lift = 32.0f;
float walk =
Mth::sin((player->walkAnimPos + player->walkAnimSpeed) * 6.0f) *
32.0f *
player->walkAnimSpeed;
float capeXRot = 6.0f + forward / 2.0f + lift + walk;
float capeZRot = sideways / 2.0f;
// Smooth out jitter by lerping from the previous frame
const float smooth = 0.3f;
capeXRot = lastCapeXRot + (capeXRot - lastCapeXRot) * smooth;
capeZRot = lastCapeZRot + (capeZRot - lastCapeZRot) * smooth;
lastCapeXRot = capeXRot;
lastCapeZRot = capeZRot;
glRotatef2(capeXRot, 1.0f, 0.0f, 0.0f);
glRotatef2(capeZRot, 0.0f, 0.0f, 1.0f);
Tesselator& t = Tesselator::instance;
t.begin();
// UV coordinates (64x32 skin layout)
const float u0 = 1.0f / 64.0f;
const float u1 = 11.0f / 64.0f;
const float u2 = 12.0f / 64.0f;
const float u3 = 22.0f / 64.0f;
const float uL0 = 0.0f / 64.0f;
const float uL1 = 1.0f / 64.0f;
const float uR0 = 11.0f / 64.0f;
const float uR1 = 12.0f / 64.0f;
const float v0 = 0.0f / 32.0f;
const float v1 = 1.0f / 32.0f;
const float vTop = 1.0f / 32.0f;
const float vBottom = 17.0f / 32.0f;
// Cape size (10x16x1 pixels)
const float halfW = 5.0f;
const float height = 16.0f;
const float depth = 1.0f;
// Front
t.tex(u0, vTop); t.vertex(-halfW, 0.0f, 0.0f);
t.tex(u1, vTop); t.vertex(halfW, 0.0f, 0.0f);
t.tex(u1, vBottom); t.vertex(halfW, height, 0.0f);
t.tex(u0, vBottom); t.vertex(-halfW, height, 0.0f);
// Back
t.tex(u2, vTop); t.vertex(halfW, 0.0f, depth);
t.tex(u3, vTop); t.vertex(-halfW, 0.0f, depth);
t.tex(u3, vBottom); t.vertex(-halfW, height, depth);
t.tex(u2, vBottom); t.vertex(halfW, height, depth);
// Left
t.tex(uL0, vTop); t.vertex(-halfW, 0.0f, depth);
t.tex(uL1, vTop); t.vertex(-halfW, 0.0f, 0.0f);
t.tex(uL1, vBottom); t.vertex(-halfW, height, 0.0f);
t.tex(uL0, vBottom); t.vertex(-halfW, height, depth);
// Right
t.tex(uR0, vTop); t.vertex(halfW, 0.0f, 0.0f);
t.tex(uR1, vTop); t.vertex(halfW, 0.0f, depth);
t.tex(uR1, vBottom); t.vertex(halfW, height, depth);
t.tex(uR0, vBottom); t.vertex(halfW, height, 0.0f);
// Top
t.tex(u0, v0); t.vertex(-halfW, 0.0f, depth);
t.tex(u1, v0); t.vertex(halfW, 0.0f, depth);
t.tex(u1, v1); t.vertex(halfW, 0.0f, 0.0f);
t.tex(u0, v1); t.vertex(-halfW, 0.0f, 0.0f);
// Bottom
t.tex(u2, v0); t.vertex(halfW, height, 0.0f);
t.tex(u3, v0); t.vertex(-halfW, height, 0.0f);
t.tex(u3, v1); t.vertex(-halfW, height, depth);
t.tex(u2, v1); t.vertex(halfW, height, depth);
t.draw();
glPopMatrix2();
}
}
}
}
void HumanoidMobRenderer::render( Entity* mob_, float x, float y, float z, float rot, float a ) {
Mob* mob = (Mob*)mob_;
ItemInstance* carriedItem = mob->getCarriedItem();
if(carriedItem != NULL)
humanoidModel->holdingRightHand = true;
humanoidModel->sneaking = mob->isSneaking();
super::render(mob_, x, y, z, rot, a);
humanoidModel->holdingRightHand = false;
}