Added code for 64x64 skins

Added code for 64x64 classic and slim skins. Also added the remaining default skins.
This commit is contained in:
Langtanium 2026-03-31 19:16:43 -07:00
parent d3412aaae7
commit 69983c51ad
31 changed files with 811 additions and 139 deletions

View file

@ -9,6 +9,7 @@
ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
{
ModelPart *pAttachTo=nullptr;
float scale=0;
switch(pBox->ePart)
{
@ -30,6 +31,26 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
case eBodyPart_Leg1:
pAttachTo=leg1;
break;
case eBodyPart_Jacket:
pAttachTo=jacket;
scale=0.25;
break;
case eBodyPart_Sleeve0:
pAttachTo=sleeve0;
scale=0.25;
break;
case eBodyPart_Sleeve1:
pAttachTo=sleeve1;
scale=0.25;
break;
case eBodyPart_Pants0:
pAttachTo=pants0;
scale=0.25;
break;
case eBodyPart_Pants1:
pAttachTo=pants1;
scale=0.25;
break;
}
// first check this box doesn't already exist
@ -49,7 +70,8 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
pNewBox = new ModelPart(this, static_cast<int>(pBox->fU), static_cast<int>(pBox->fV));
pNewBox->visible=false;
pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, 0);
if (pBox->fM > 0) pNewBox->bMirror = true;
pNewBox->addHumanoidBox(pBox->fX, pBox->fY, pBox->fZ, pBox->fW, pBox->fH, pBox->fD, scale);
// 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);
@ -58,47 +80,110 @@ ModelPart * HumanoidModel::AddOrRetrievePart(SKIN_BOX *pBox)
return pNewBox;
}
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight, bool slimHands, bool isArmor)
{
this->texWidth = texWidth;
this->texHeight = texHeight;
jacket = nullptr;
sleeve0 = nullptr;
sleeve1 = nullptr;
pants0 = nullptr;
pants1 = nullptr;
m_fYOffset=yOffset;
cloak = new ModelPart(this, 0, 0);
cloak->addHumanoidBox(-5, -0, -1, 10, 16, 1, g); // Cloak
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);
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);
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);
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);
if (texHeight == 64)
{
jacket = new ModelPart(this, 16, 32);
jacket->addHumanoidBox(-4, 0, -2, 8, 12, 4, g + 0.25); // Jacket
jacket->setPos(0, 0 + 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);
if (texHeight == 64)
{
arm0 = new ModelPart(this, 24 + 16, 16);
arm1 = new ModelPart(this, 16 + 16, 48);
leg0 = new ModelPart(this, 0, 16);
leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
leg0->setPos(-1.9, 12 + yOffset, 0);
sleeve0 = new ModelPart(this, 24 + 16, 32);
sleeve1 = new ModelPart(this, 32 + 16, 48);
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);
if (slimHands == false)
{
sleeve0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g + 0.25); // Sleeve0
sleeve1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g + 0.25); // Sleeve1
}
else if (slimHands == true)
{
sleeve0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g + 0.25); // Sleeve0 Slim
sleeve1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g + 0.25); // Sleeve1 Slim
}
sleeve0->setPos(-5, 2 + yOffset, 0);
sleeve1->setPos(5, 2 + yOffset, 0);
}
else if (texHeight == 32)
{
arm0 = new ModelPart(this, 24 + 16, 16);
arm1 = new ModelPart(this, 24 + 16, 16);
arm1->bMirror = true;
}
if (slimHands == false)
{
arm0->addHumanoidBox(-3, -2, -2, 4, 12, 4, g); // Arm0
arm1->addHumanoidBox(-1, -2, -2, 4, 12, 4, g); // Arm1
}
else if (slimHands == true)
{
arm0->addHumanoidBox(-2, -2, -2, 3, 12, 4, g); // Arm0 Slim
arm1->addHumanoidBox(-1, -2, -2, 3, 12, 4, g); // Arm1 Slim
}
arm0->setPos(-5, 2 + yOffset, 0);
arm1->setPos(5, 2 + yOffset, 0);
leg0 = new ModelPart(this, 0, 16);
if (texHeight == 64)
{
leg1 = new ModelPart(this, 16, 48);
pants0 = new ModelPart(this, 0, 32);
pants0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants0
pants0->setPos(-1.9, 12 + yOffset, 0);
pants1 = new ModelPart(this, 0, 48);
pants1->addHumanoidBox(-2, 0, -2, 4, 12, 4, g + 0.25); // Pants1
pants1->setPos(1.9, 12 + yOffset, 0);
}
else if (texHeight == 32)
{
leg1 = new ModelPart(this, 0, 16);
leg1->bMirror = true;
}
leg0->addHumanoidBox(-2, 0, -2, 4, 12, 4, g); // Leg0
leg0->setPos(-1.9, 12 + yOffset, 0);
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
@ -112,6 +197,17 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
leg1->compile(1.0f/16.0f);
hair->compile(1.0f/16.0f);
if (jacket != 0)
jacket->compile(1.0f/16.0f);
if (sleeve0 != 0)
sleeve0->compile(1.0f/16.0f);
if (sleeve1 != 0)
sleeve1->compile(1.0f/16.0f);
if (pants0 != 0)
pants0->compile(1.0f/16.0f);
if (pants1 != 0)
pants1->compile(1.0f/16.0f);
holdingLeftHand=0;
holdingRightHand=0;
sneaking=false;
@ -123,21 +219,33 @@ void HumanoidModel::_init(float g, float yOffset, int texWidth, int texHeight)
eating_t = 0.0f;
eating_swing = 0.0f;
m_uiAnimOverrideBitmask = 0L;
m_isArmor = isArmor;
}
HumanoidModel::HumanoidModel() : Model()
{
_init(0, 0, 64, 32);
_init(0, 0, 64, 32, false, false);
}
HumanoidModel::HumanoidModel(float g) : Model()
{
_init(g, 0, 64, 32);
_init(g, 0, 64, 32, false, false);
}
HumanoidModel::HumanoidModel(float g, bool isArmor) : Model()
{
_init(g, 0, 64, 32, false, isArmor);
}
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight) : Model()
{
_init(g,yOffset,texWidth,texHeight);
_init(g,yOffset,texWidth,texHeight, false, false);
}
HumanoidModel::HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slimHands) : Model()
{
_init(g,yOffset,texWidth,texHeight, slimHands, false);
}
void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
@ -170,13 +278,23 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
}
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);
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorHead))>0||!m_isArmor));
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorTorso))>0||!m_isArmor));
arm0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm0))>0||!m_isArmor));
arm1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderArm1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorArm1))>0||!m_isArmor));
leg0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg0))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg0))>0||!m_isArmor));
leg1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderLeg1))>0&&(!(m_uiAnimOverrideBitmask&(1<<eAnim_RenderArmorLeg1))>0||!m_isArmor));
hair->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHair))>0);
if (jacket != 0)
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
if (sleeve0 != 0)
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
if (sleeve1 != 0)
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
if (pants0 != 0)
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
if (pants1 != 0)
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
}
}
@ -199,7 +317,6 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm1->xRot=0.0f;
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_ArmsOutFront))
{
@ -230,10 +347,10 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->zRot = 0.0f;
arm1->zRot = 0.0f;
}
// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
// arm0.zRot = ((float) (util.Mth.cos(time * 0.2312f) + 1) * 1) * r;
// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
// arm1.zRot = ((float) (util.Mth.cos(time * 0.2812f) - 1) * 1) * r;
leg0->yRot = 0.0f;
@ -272,7 +389,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
leg1->xRot=0.0f;
leg1->zRot=0.0f;
leg0->yRot = 0.0f;
leg1->yRot = 0.0f;
leg1->yRot = 0.0f;
}
else if(uiBitmaskOverrideAnim&(1<<eAnim_SingleLegs))
{
@ -297,6 +414,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->yRot = 0.0f;
arm1->yRot = 0.0f;
if (attackTime > -9990.0f)
{
float swing = attackTime;
@ -316,7 +434,7 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
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;
arm0->yRot += body->yRot * 2.0f;
if((uiBitmaskOverrideAnim&(1<<eAnim_StatueOfLiberty))&& (holdingRightHand==0) && (attackTime==0.0f))
{
@ -340,7 +458,6 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
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)
@ -441,23 +558,68 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
arm0->xRot += ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
arm1->xRot -= ((float) (Mth::sin(bob * 0.067f)) * 0.05f);
}
if (jacket != 0)
{
jacket->x = body->x;
jacket->y = body->y;
jacket->z = body->z;
jacket->xRot = body->xRot;
jacket->yRot = body->yRot;
jacket->zRot = body->zRot;
}
if (sleeve0 != 0)
{
sleeve0->x = arm0->x;
sleeve0->y = arm0->y;
sleeve0->z = arm0->z;
sleeve0->xRot = arm0->xRot;
sleeve0->yRot = arm0->yRot;
sleeve0->zRot = arm0->zRot;
}
if (sleeve1 != 0)
{
sleeve1->x = arm1->x;
sleeve1->y = arm1->y;
sleeve1->z = arm1->z;
sleeve1->xRot = arm1->xRot;
sleeve1->yRot = arm1->yRot;
sleeve1->zRot = arm1->zRot;
}
if (pants0 != 0)
{
pants0->x = leg0->x;
pants0->y = leg0->y;
pants0->z = leg0->z;
pants0->xRot = leg0->xRot;
pants0->yRot = leg0->yRot;
pants0->zRot = leg0->zRot;
}
if (pants1 != 0)
{
pants1->x = leg1->x;
pants1->y = leg1->y;
pants1->z = leg1->z;
pants1->xRot = leg1->xRot;
pants1->yRot = leg1->yRot;
pants1->zRot = leg1->zRot;
}
}
}
void HumanoidModel::renderHair(float scale,bool usecompiled)
{
hair->yRot = head->yRot;
hair->xRot = head->xRot;
hair->render(scale,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);
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)
@ -467,25 +629,42 @@ void HumanoidModel::renderCloak(float scale,bool 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;
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;
body->yRot = model->body->yRot;
if (jacket != 0)
jacket->yRot = model->body->yRot;
arm0->xRot = model->arm0->xRot;
arm0->yRot = model->arm0->yRot;
arm0->zRot = model->arm0->zRot;
if (sleeve0 != 0)
sleeve0->xRot = model->arm0->xRot;
sleeve0->yRot = model->arm0->yRot;
sleeve0->zRot = model->arm0->zRot;
arm1->xRot = model->arm1->xRot;
arm1->yRot = model->arm1->yRot;
arm1->zRot = model->arm1->zRot;
if (sleeve1 != 0)
sleeve1->xRot = model->arm1->xRot;
sleeve1->yRot = model->arm1->yRot;
sleeve1->zRot = model->arm1->zRot;
leg0->xRot = model->leg0->xRot;
if (pants0 != 0)
pants0->xRot = model->leg0->xRot;
leg1->xRot = model->leg1->xRot;
if (pants1 != 0)
pants1->xRot = model->leg1->xRot;
head->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderHead))>0);
body->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderTorso))>0);
@ -494,4 +673,14 @@ void HumanoidModel::render(HumanoidModel *model, float scale, bool usecompiled)
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);
if (jacket != 0)
jacket->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderJacket))>0);
if (sleeve0 != 0)
sleeve0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve0))>0);
if (sleeve1 != 0)
sleeve1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderSleeve1))>0);
if (pants0 != 0)
pants0->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants0))>0);
if (pants1 != 0)
pants1->render(scale, usecompiled,(m_uiAnimOverrideBitmask&(1<<eAnim_DisableRenderPants1))>0);
}