fix: armorstand head now renders correctly

This commit is contained in:
Lord_Cambion
2026-04-18 14:06:44 +02:00
parent ab469e6330
commit 88b00755de
4 changed files with 12 additions and 165 deletions

View File

@@ -21,11 +21,9 @@ static const float DEG_TO_RAD = 3.14159265f / 180.0f;
ResourceLocation ArmorStandRenderer::LOC_ARMOR_STAND = ResourceLocation(TN_MOB_ARMORSTAND);
ArmorStandRenderer::ArmorStandArmorLayer::ArmorStandArmorLayer(LivingEntityRenderer* renderer)
: HumanoidArmorLayer(renderer)
{
delete armorModel1;
delete armorModel2;
armorModel1 = new ArmorStandArmorModel(0.5f);
@@ -46,21 +44,18 @@ ArmorStandRenderer::ArmorStandRenderer()
armorLayer = new ArmorStandArmorLayer(this);
ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
headLayer = m ? new CustomHeadLayer(m->head, this) : nullptr;
}
ArmorStandRenderer::~ArmorStandRenderer() {}
ResourceLocation* ArmorStandRenderer::getTextureLocation(shared_ptr<Entity> entity)
{
return &LOC_ARMOR_STAND;
}
bool ArmorStandRenderer::shouldShowName(shared_ptr<LivingEntity> entity)
{
if (!entity) return false;
@@ -85,7 +80,6 @@ void ArmorStandRenderer::setupRotations(shared_ptr<LivingEntity> mob,
}
}
void ArmorStandRenderer::render(shared_ptr<Entity> entity,
double x, double y, double z,
float rot, float a)
@@ -93,7 +87,6 @@ void ArmorStandRenderer::render(shared_ptr<Entity> entity,
LivingEntityRenderer::render(entity, x, y, z, rot, a);
}
void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
float wp, float ws, float bob,
float headRotMinusBodyRot,
@@ -120,6 +113,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
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
);
if (armorLayer)
{
auto applyPose = [&](HumanoidModel* am)
@@ -157,7 +151,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
LivingEntityRenderer::renderModel(mob, wp, ws, bob, headRotMinusBodyRot, headRotx, scale);
if (headLayer)
{
float fScale = 1.0f / 16.0f;
@@ -171,39 +165,7 @@ void ArmorStandRenderer::renderModel(shared_ptr<LivingEntity> mob,
void ArmorStandRenderer::additionalRendering(shared_ptr<LivingEntity> mob, float a)
{
shared_ptr<ItemInstance> headGear = mob->getArmor(3);
if (!headGear) return;
if ((mob->getAnimOverrideBitmask() & (1 << HumanoidModel::eAnim_DontRenderArmour)) != 0) return;
Item* item = headGear->getItem();
if (!item) return;
if (dynamic_cast<SkullItem*>(item)) return;
if (item->id >= 256) return;
ArmorStandModel* m = static_cast<ArmorStandModel*>(getModel());
if (!m || !m->head) return;
glPushMatrix();
m->head->translateTo(1.0f / 16.0f);
if (Tile::tiles[headGear->id] != nullptr
&& TileRenderer::canRender(Tile::tiles[headGear->id]->getRenderShape()))
{
float s = 10.0f / 16.0f;
glTranslatef(0.0f, -4.0f / 16.0f, 0.0f);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
glScalef(s, -s, s);
}
this->entityRenderDispatcher->itemInHandRenderer->renderItem(mob, headGear, 0);
glPopMatrix();
}
@@ -217,59 +179,14 @@ int ArmorStandRenderer::prepareArmor(shared_ptr<LivingEntity> mob, int layer, fl
Item* item = itemInstance->getItem();
if (!item) return -1;
SkullItem* skullItem = dynamic_cast<SkullItem*>(item);
if (skullItem && layer == 0)
{
HumanoidModel* am = armorLayer->getArmorModel(layer);
if (!am) return -1;
am->head->visible = true;
if (am->hair) am->hair->visible = false;
am->body->visible = false;
am->arm0->visible = false;
am->arm1->visible = false;
am->leg0->visible = false;
am->leg1->visible = false;
int skullType = itemInstance->getAuxValue() & 0xF;
switch (skullType)
{
case SkullTileEntity::TYPE_WITHER:
bindTexture(&PlayerRenderer::WITHER_SKELETON_LOCATION);
break;
case SkullTileEntity::TYPE_ZOMBIE:
bindTexture(&PlayerRenderer::ZOMBIE_LOCATION);
break;
case SkullTileEntity::TYPE_CREEPER:
bindTexture(&PlayerRenderer::CREEPER_LOCATION);
break;
case SkullTileEntity::TYPE_CHAR:
bindTexture(&PlayerRenderer::DEFAULT_LOCATION);
break;
case SkullTileEntity::TYPE_SKELETON:
default:
bindTexture(&PlayerRenderer::SKELETON_LOCATION);
break;
}
setArmor(am);
am->attackTime = model->attackTime;
am->riding = model->riding;
am->young = mob->isBaby();
return 1;
}
ArmorItem* armorItem = dynamic_cast<ArmorItem*>(item);
if (!armorItem) return -1;
if (!armorItem) return -1;
bindTexture(HumanoidMobRenderer::getArmorLocation(armorItem, layer));
HumanoidModel* am = armorLayer->getArmorModel(layer);
if (!am) return -1;
am->head->visible = (layer == 0);
if (am->hair) am->hair->visible = (layer == 0);
am->body->visible = (layer == 1 || layer == 2);