feat: armorstand from decomp

This commit is contained in:
Lord_Cambion
2026-04-18 03:46:45 +02:00
parent 27d0a8ffc3
commit 383302eb2e
64 changed files with 2880 additions and 1574 deletions

View File

@@ -1,61 +1,99 @@
#include "stdafx.h"
#include "ArmorStandRenderer.h"
#include "Textures.h"
#include "HumanoidModel.h"
#include "ArmorStandModel.h"
#include "..\Minecraft.World\ArmorStand.h"
class ArmorStandArmorModel : public HumanoidModel {
public:
ArmorStandArmorModel(float scale) : HumanoidModel(scale) {}
virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0) override {
}
};
#include "ArmorStandArmorModel.h"
#include "HumanoidModel.h"
#include "ItemInHandLayer.h"
#include "CustomHeadLayer.h"
#include "Textures.h"
#include "HumanoidMobRenderer.h"
#include "../Minecraft.World/ArmorStand.h"
#include "../Minecraft.World/ArmorItem.h"
static const float DEG_TO_RAD = 3.14159265f / 180.0f;
ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND = ResourceLocation(TN_MOB_ARMORSTAND);
ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND =
ResourceLocation(TN_MOB_ARMORSTAND);
ArmorStandRenderer::ArmorStandRenderer()
: HumanoidMobRenderer(new ArmorStandModel(), 0.0f, 1.0f)
ArmorStandRenderer::ArmorStandArmorLayer::ArmorStandArmorLayer(
LivingEntityRenderer* renderer)
: HumanoidArmorLayer(renderer)
{
createArmorParts();
delete armorModel1;
delete armorModel2;
armorModel1 = new ArmorStandArmorModel(0.5f);
armorModel2 = new ArmorStandArmorModel(1.0f);
}
void ArmorStandRenderer::ArmorStandArmorLayer::createArmorModels()
{
delete armorModel1;
delete armorModel2;
armorModel1 = new ArmorStandArmorModel(0.5f);
armorModel2 = new ArmorStandArmorModel(1.0f);
}
ResourceLocation *ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
ArmorStandRenderer::ArmorStandRenderer()
: LivingEntityRenderer(new ArmorStandModel(0.0f), 0.0f)
{
addLayer(new ArmorStandArmorLayer(this));
addLayer(new ItemInHandLayer(this));
ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
addLayer(new CustomHeadLayer(m->head));
}
ArmorStandRenderer::~ArmorStandRenderer()
{
}
ResourceLocation* ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
return &LOC_ARMOR_STAND;
}
void ArmorStandRenderer::createArmorParts()
bool ArmorStandRenderer::shouldShowName(shared_ptr<LivingEntity> entity)
{
armorParts1 = new ArmorStandArmorModel(1.0f);
armorParts2 = new ArmorStandArmorModel(0.5f);
if (!entity) return false;
return entity->isCustomNameVisible();
}
void ArmorStandRenderer::render(shared_ptr<Entity> entity, double x, double y, double z, float rot, float a)
{
HumanoidMobRenderer::render(entity, x, y, z, rot, a);
}
void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, float ws, float bob,
float headRotMinusBodyRot, float headRotx, float scale)
void ArmorStandRenderer::setupRotations(shared_ptr<LivingEntity> mob,
float bob, float bodyRot, float a)
{
glRotatef(180.0f - bodyRot, 0.0f, 1.0f, 0.0f);
}
void ArmorStandRenderer::render(shared_ptr<Entity> entity,
double x, double y, double z,
float rot, float a)
{
LivingEntityRenderer::render(entity, x, y, z, rot, a);
}
void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
float wp, float ws, float bob,
float headRotMinusBodyRot,
float headRotx, float scale)
{
shared_ptr<ArmorStand> stand = dynamic_pointer_cast<ArmorStand>(mob);
if (!stand) return;
ArmorStandModel *m = static_cast<ArmorStandModel *>(model);
ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
if (!m) return;
Rotations h = stand->getHeadPose();
Rotations b = stand->getBodyPose();
@@ -66,46 +104,118 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, flo
m->setupPose(
h.x * DEG_TO_RAD, h.y * DEG_TO_RAD, h.z * DEG_TO_RAD,
b.x * DEG_TO_RAD, b.y * DEG_TO_RAD, b.z * DEG_TO_RAD,
la.x * DEG_TO_RAD, la.y * DEG_TO_RAD, la.z * DEG_TO_RAD,
ra.x * DEG_TO_RAD, ra.y * DEG_TO_RAD, ra.z * DEG_TO_RAD,
ll.x * DEG_TO_RAD, ll.y * DEG_TO_RAD, ll.z * DEG_TO_RAD,
rl.x * DEG_TO_RAD, rl.y * DEG_TO_RAD, rl.z * DEG_TO_RAD
h.getX() * DEG_TO_RAD, h.getY() * DEG_TO_RAD, h.getZ() * DEG_TO_RAD,
b.getX() * DEG_TO_RAD, b.getY() * DEG_TO_RAD, b.getZ() * DEG_TO_RAD,
la.getX() * DEG_TO_RAD, la.getY() * DEG_TO_RAD, la.getZ() * DEG_TO_RAD,
ra.getX() * DEG_TO_RAD, ra.getY() * DEG_TO_RAD, ra.getZ() * DEG_TO_RAD,
ll.getX() * DEG_TO_RAD, ll.getY() * DEG_TO_RAD, ll.getZ() * DEG_TO_RAD,
rl.getX() * DEG_TO_RAD, rl.getY() * DEG_TO_RAD, rl.getZ() * DEG_TO_RAD
);
HumanoidModel *a1 = static_cast<HumanoidModel*>(armorParts1);
if (a1) {
a1->head->xRot = h.x * DEG_TO_RAD; a1->head->yRot = h.y * DEG_TO_RAD; a1->head->zRot = h.z * DEG_TO_RAD;
if (a1->hair) { a1->hair->xRot = h.x * DEG_TO_RAD; a1->hair->yRot = h.y * DEG_TO_RAD; a1->hair->zRot = h.z * DEG_TO_RAD; }
a1->body->xRot = b.x * DEG_TO_RAD; a1->body->yRot = b.y * DEG_TO_RAD; a1->body->zRot = b.z * DEG_TO_RAD;
a1->arm0->xRot = ra.x * DEG_TO_RAD; a1->arm0->yRot = ra.y * DEG_TO_RAD; a1->arm0->zRot = ra.z * DEG_TO_RAD; // right
a1->arm1->xRot = la.x * DEG_TO_RAD; a1->arm1->yRot = la.y * DEG_TO_RAD; a1->arm1->zRot = la.z * DEG_TO_RAD; // left
a1->leg0->xRot = rl.x * DEG_TO_RAD; a1->leg0->yRot = rl.y * DEG_TO_RAD; a1->leg0->zRot = rl.z * DEG_TO_RAD; // right
a1->leg1->xRot = ll.x * DEG_TO_RAD; a1->leg1->yRot = ll.y * DEG_TO_RAD; a1->leg1->zRot = ll.z * DEG_TO_RAD; // left
}
HumanoidModel *a2 = static_cast<HumanoidModel*>(armorParts2);
if (a2) {
a2->head->xRot = h.x * DEG_TO_RAD; a2->head->yRot = h.y * DEG_TO_RAD; a2->head->zRot = h.z * DEG_TO_RAD;
if (a2->hair) { a2->hair->xRot = h.x * DEG_TO_RAD; a2->hair->yRot = h.y * DEG_TO_RAD; a2->hair->zRot = h.z * DEG_TO_RAD; }
a2->body->xRot = b.x * DEG_TO_RAD; a2->body->yRot = b.y * DEG_TO_RAD; a2->body->zRot = b.z * DEG_TO_RAD;
a2->arm0->xRot = ra.x * DEG_TO_RAD; a2->arm0->yRot = ra.y * DEG_TO_RAD; a2->arm0->zRot = ra.z * DEG_TO_RAD;
a2->arm1->xRot = la.x * DEG_TO_RAD; a2->arm1->yRot = la.y * DEG_TO_RAD; a2->arm1->zRot = la.z * DEG_TO_RAD;
a2->leg0->xRot = rl.x * DEG_TO_RAD; a2->leg0->yRot = rl.y * DEG_TO_RAD; a2->leg0->zRot = rl.z * DEG_TO_RAD;
a2->leg1->xRot = ll.x * DEG_TO_RAD; a2->leg1->yRot = ll.y * DEG_TO_RAD; a2->leg1->zRot = ll.z * DEG_TO_RAD;
}
HumanoidMobRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale);
ArmorStandArmorLayer* al = getArmorLayer();
if (al)
{
auto applyPose = [&](HumanoidModel* am)
{
if (!am) return;
am->head->xRot = h.getX() * DEG_TO_RAD;
am->head->yRot = h.getY() * DEG_TO_RAD;
am->head->zRot = h.getZ() * DEG_TO_RAD;
if (am->hair) {
am->hair->xRot = h.getX() * DEG_TO_RAD;
am->hair->yRot = h.getY() * DEG_TO_RAD;
am->hair->zRot = h.getZ() * DEG_TO_RAD;
}
am->body->xRot = b.getX() * DEG_TO_RAD;
am->body->yRot = b.getY() * DEG_TO_RAD;
am->body->zRot = b.getZ() * DEG_TO_RAD;
am->arm1->xRot = la.getX() * DEG_TO_RAD;
am->arm1->yRot = la.getY() * DEG_TO_RAD;
am->arm1->zRot = la.getZ() * DEG_TO_RAD;
am->arm0->xRot = ra.getX() * DEG_TO_RAD;
am->arm0->yRot = ra.getY() * DEG_TO_RAD;
am->arm0->zRot = ra.getZ() * DEG_TO_RAD;
am->leg0->xRot = rl.getX() * DEG_TO_RAD;
am->leg0->yRot = rl.getY() * DEG_TO_RAD;
am->leg0->zRot = rl.getZ() * DEG_TO_RAD;
am->leg1->xRot = ll.getX() * DEG_TO_RAD;
am->leg1->yRot = ll.getY() * DEG_TO_RAD;
am->leg1->zRot = ll.getZ() * DEG_TO_RAD;
};
applyPose(static_cast<HumanoidModel*>(al->armorModel1));
applyPose(static_cast<HumanoidModel*>(al->armorModel2));
}
LivingEntityRenderer::renderModel(mob, wp, ws, bob,
headRotMinusBodyRot, headRotx, scale);
for (size_t i = 0; i < renderLayers.size(); ++i) {
if (renderLayers[i]) {
renderLayers[i]->render(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale, true);
}
}
}
int ArmorStandRenderer::prepareArmor(shared_ptr<LivingEntity> mob, int layer, float a)
{
if (!armorLayer) return -1;
shared_ptr<ItemInstance> itemInstance = mob->getArmor(3 - layer);
if (itemInstance != nullptr)
{
Item *item = itemInstance->getItem();
ArmorItem *armorItem = dynamic_cast<ArmorItem *>(item);
if (armorItem != nullptr)
{
bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
HumanoidModel *am = armorLayer->getArmorModel(layer);
am->head->visible = (layer == 0);
if (am->hair) am->hair->visible = (layer == 0);
am->body->visible = (layer == 1 || layer == 2);
am->arm0->visible = (layer == 1);
am->arm1->visible = (layer == 1);
am->leg0->visible = (layer == 2 || layer == 3);
am->leg1->visible = (layer == 2 || layer == 3);
setArmor(am);
am->attackTime = model->attackTime;
am->riding = model->riding;
am->young = mob->isBaby();
if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
{
int color = armorItem->getColor(itemInstance);
float red = static_cast<float>((color >> 16) & 0xFF) / 255.0f;
float green = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
float blue = static_cast<float>(color & 0xFF) / 255.0f;
glColor3f(red, green, blue);
if (itemInstance->isEnchanted()) return 0x1f;
return 0x10;
}
glColor3f(1.0f, 1.0f, 1.0f);
if (itemInstance->isEnchanted()) return 15;
return 1;
}
}
return -1;
}