Renamed and added functions

Renamed functions with skin offset or model offset in there name to have skin adjustment instead. Added two functions in Player.cpp and Player.h to handle model types for player. Altered getModel() function in EntityRenderer.h and moved fuctionallity to EntityRenderer.cpp. Optimized write() function in TextureAndGeometryPacket.cpp with __fastcall (prevents crashes in multiplayer when instances are running on the same PC).
This commit is contained in:
Langtanium 2026-05-06 12:01:37 -07:00
parent 878547dec8
commit e8064d2ee3
21 changed files with 280 additions and 294 deletions

View file

@ -2724,7 +2724,7 @@ void ClientConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
{
unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(packet->dwSkinID);
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes, app.GetAdditionalSkinBoxes(packet->dwSkinID), app.GetModelOffsets(packet->dwSkinID), uiAnimOverrideBitmask));
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwBytes, app.GetAdditionalSkinBoxes(packet->dwSkinID), app.GetSkinAdjustments(packet->dwSkinID), uiAnimOverrideBitmask));
}
}
}
@ -2744,7 +2744,7 @@ void ClientConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
// Add the offet data
if(packet->dwOffsetC!=0)
{
app.SetSkinOffsets(packet->dwSkinID,packet->OffsetDataA,packet->dwOffsetC);
app.SetSkinAdjustments(packet->dwSkinID,packet->OffsetDataA,packet->dwOffsetC);
}
// Add the anim override
app.SetAnimOverrideBitmask(packet->dwSkinID,packet->uiAnimOverrideBitmask);

View file

@ -197,7 +197,7 @@ CMinecraftApp::CMinecraftApp()
InitializeCriticalSection(&csTMSPPDownloadQueue);
InitializeCriticalSection(&csAdditionalModelParts);
InitializeCriticalSection(&csAdditionalSkinBoxes);
InitializeCriticalSection(&csModelOffsets);
InitializeCriticalSection(&csSkinAdjustments);
InitializeCriticalSection(&csAnimOverrideBitmask);
InitializeCriticalSection(&csMemFilesLock);
InitializeCriticalSection(&csMemTPDLock);
@ -9294,14 +9294,7 @@ bool CMinecraftApp::DLCContentRetrieved(eDLCMarketplaceType eType)
void CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, SKIN_BOX *SkinBoxA, DWORD dwSkinBoxC)
{
EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER);
unsigned int m_uiAnimOverrideBitmask = GetAnimOverrideBitmask(dwSkinID);
Model *pModel;
if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
pModel = renderer->getModelClassic();
else if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
pModel = renderer->getModelSlim();
else
pModel = renderer->getModel();
Model *pModel = renderer->getModel(Player::GetModelTypeFromAnimBitmask(GetAnimOverrideBitmask(dwSkinID)));
vector<ModelPart *> *pvModelPart = new vector<ModelPart *>;
vector<SKIN_BOX *> *pvSkinBoxes = new vector<SKIN_BOX *>;
@ -9330,37 +9323,30 @@ void CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, SKIN_BOX *SkinBoxA, D
}
void CMinecraftApp::SetSkinOffsets(DWORD dwSkinID, SKIN_OFFSET *SkinOffsetA, DWORD dwSkinOffsetC)
void CMinecraftApp::SetSkinAdjustments(DWORD dwSkinID, SKIN_OFFSET *SkinAdjustmentA, DWORD dwSkinAdjustmentC)
{
vector<SKIN_OFFSET *> *pvSkinOffset = new vector<SKIN_OFFSET *>;
vector<SKIN_OFFSET *> *pvSkinAdjustment = new vector<SKIN_OFFSET *>;
EnterCriticalSection( &csModelOffsets );
EnterCriticalSection( &csSkinAdjustments );
app.DebugPrintf("*** SetAdditionalSkinBoxes - Inserting model parts for skin %d from array of Skin Boxes\n",dwSkinID&0x0FFFFFFF);
app.DebugPrintf("*** SetSkinAdjustments - Adding skin adjustments for skin %d from array of Skin Offsets\n",dwSkinID&0x0FFFFFFF);
for(unsigned int i=0;i<dwSkinOffsetC;i++)
for(unsigned int i=0;i<dwSkinAdjustmentC;i++)
{
pvSkinOffset->push_back(&SkinOffsetA[i]);
pvSkinAdjustment->push_back(&SkinAdjustmentA[i]);
}
m_SkinOffsets.insert( std::pair<DWORD, vector<SKIN_OFFSET *> *>(dwSkinID, pvSkinOffset) );
m_SkinAdjustments.insert( std::pair<DWORD, vector<SKIN_OFFSET *> *>(dwSkinID, pvSkinAdjustment) );
LeaveCriticalSection( &csModelOffsets );
LeaveCriticalSection( &csSkinAdjustments );
}
vector<ModelPart *> * CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, vector<SKIN_BOX *> *pvSkinBoxA)
{
EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_PLAYER);
unsigned int m_uiAnimOverrideBitmask = GetAnimOverrideBitmask(dwSkinID);
Model *pModel;
if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
pModel = renderer->getModelClassic();
else if (m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
pModel = renderer->getModelSlim();
else
pModel = renderer->getModel();
Model *pModel = renderer->getModel(Player::GetModelTypeFromAnimBitmask(GetAnimOverrideBitmask(dwSkinID)));
vector<ModelPart *> *pvModelPart = new vector<ModelPart *>;
EnterCriticalSection( &csAdditionalModelParts );
@ -9385,22 +9371,22 @@ vector<ModelPart *> * CMinecraftApp::SetAdditionalSkinBoxes(DWORD dwSkinID, vect
return pvModelPart;
}
vector<SKIN_OFFSET *> * CMinecraftApp::SetSkinOffsets(DWORD dwSkinID, vector<SKIN_OFFSET *> *pvSkinOffsetA)
vector<SKIN_OFFSET *> * CMinecraftApp::SetSkinAdjustments(DWORD dwSkinID, vector<SKIN_OFFSET *> *pvSkinAdjustmentA)
{
vector<SKIN_OFFSET *> *pvModelOffset = new vector<SKIN_OFFSET *>;
vector<SKIN_OFFSET *> *pvSkinAdjustment = new vector<SKIN_OFFSET *>;
EnterCriticalSection( &csModelOffsets );
app.DebugPrintf("*** SetSkinOffsets - Inserting model offsets for skin %d from array of Skin Offsets\n",dwSkinID&0x0FFFFFFF);
for( auto& it : *pvSkinOffsetA )
EnterCriticalSection( &csSkinAdjustments );
app.DebugPrintf("*** SetSkinAdjustments - Inserting skin adjustments for skin %d from array of Skin Offsets\n",dwSkinID&0x0FFFFFFF);
for( auto& it : *pvSkinAdjustmentA )
{
pvModelOffset->push_back(it);
pvSkinAdjustment->push_back(it);
}
m_SkinOffsets.emplace(dwSkinID, pvSkinOffsetA);
m_SkinAdjustments.emplace(dwSkinID, pvSkinAdjustmentA);
LeaveCriticalSection( &csModelOffsets );
return pvModelOffset;
LeaveCriticalSection( &csSkinAdjustments );
return pvSkinAdjustment;
}
@ -9438,21 +9424,21 @@ vector<SKIN_BOX *> *CMinecraftApp::GetAdditionalSkinBoxes(DWORD dwSkinID)
return pvSkinBoxes;
}
vector<SKIN_OFFSET *> *CMinecraftApp::GetModelOffsets(DWORD dwSkinID)
vector<SKIN_OFFSET *> *CMinecraftApp::GetSkinAdjustments(DWORD dwSkinID)
{
EnterCriticalSection( &csModelOffsets );
vector<SKIN_OFFSET *> *pvModelOffsets=nullptr;
if(m_SkinOffsets.size()>0)
EnterCriticalSection( &csSkinAdjustments );
vector<SKIN_OFFSET *> *pvSkinAdjustments=nullptr;
if(m_SkinAdjustments.size()>0)
{
auto it = m_SkinOffsets.find(dwSkinID);
if(it!=m_SkinOffsets.end())
auto it = m_SkinAdjustments.find(dwSkinID);
if(it!=m_SkinAdjustments.end())
{
pvModelOffsets = (*it).second;
pvSkinAdjustments = (*it).second;
}
}
LeaveCriticalSection( &csModelOffsets );
return pvModelOffsets;
LeaveCriticalSection( &csSkinAdjustments );
return pvSkinAdjustments;
}
unsigned int CMinecraftApp::GetAnimOverrideBitmask(DWORD dwSkinID)

View file

@ -827,7 +827,7 @@ private:
CRITICAL_SECTION csTMSPPDownloadQueue;
CRITICAL_SECTION csAdditionalModelParts;
CRITICAL_SECTION csAdditionalSkinBoxes;
CRITICAL_SECTION csModelOffsets;
CRITICAL_SECTION csSkinAdjustments;
CRITICAL_SECTION csAnimOverrideBitmask;
bool m_bCorruptSaveDeleted;
@ -849,9 +849,9 @@ public:
vector<ModelPart *> * SetAdditionalSkinBoxes(DWORD dwSkinID, vector<SKIN_BOX *> *pvSkinBoxA);
vector<ModelPart *> *GetAdditionalModelParts(DWORD dwSkinID);
vector<SKIN_BOX *> *GetAdditionalSkinBoxes(DWORD dwSkinID);
void SetSkinOffsets(DWORD dwSkinID, SKIN_OFFSET *SkinOffsetA, DWORD dwSkinOffsetC);
vector<SKIN_OFFSET *> * SetSkinOffsets(DWORD dwSkinID, vector<SKIN_OFFSET *> *pvSkinOffsetA);
vector<SKIN_OFFSET *> *GetModelOffsets(DWORD dwSkinID);
void SetSkinAdjustments(DWORD dwSkinID, SKIN_OFFSET *SkinAdjustmentA, DWORD dwSkinAdjustmentC);
vector<SKIN_OFFSET *> * SetSkinAdjustments(DWORD dwSkinID, vector<SKIN_OFFSET *> *pvSkinAdjustmentA);
vector<SKIN_OFFSET *> *GetSkinAdjustments(DWORD dwSkinID);
void SetAnimOverrideBitmask(DWORD dwSkinID,unsigned int uiAnimOverrideBitmask);
unsigned int GetAnimOverrideBitmask(DWORD dwSkinID);
@ -882,7 +882,7 @@ private:
// vector of additional skin model parts, indexed by the skin texture id
unordered_map<DWORD, vector<ModelPart *> *> m_AdditionalModelParts;
unordered_map<DWORD, vector<SKIN_BOX *> *> m_AdditionalSkinBoxes;
unordered_map<DWORD, vector<SKIN_OFFSET *> *> m_SkinOffsets;
unordered_map<DWORD, vector<SKIN_OFFSET *> *> m_SkinAdjustments;
unordered_map<DWORD, unsigned int> m_AnimOverrides;

View file

@ -56,7 +56,7 @@ UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
m_framesAnimatingRotation = 0;
m_bAnimatingToFacing = false;
m_pvAdditionalModelParts=nullptr;
m_pvModelOffsets=nullptr;
m_pvSkinAdjustments=nullptr;
m_uiAnimOverrideBitmask=0L;
}
@ -133,7 +133,7 @@ void UIControl_PlayerSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME ba
}
m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
m_pvModelOffsets=app.GetModelOffsets(app.getSkinIdFromPath(m_customTextureUrl));
m_pvSkinAdjustments=app.GetSkinAdjustments(app.getSkinIdFromPath(m_customTextureUrl));
}
void UIControl_PlayerSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
@ -259,15 +259,8 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
glPushMatrix();
glDisable(GL_CULL_FACE);
HumanoidModel *model;
Textures *t = Minecraft::GetInstance()->textures;
if ((t->loadMemTexture(m_customTextureUrl, m_backupTexture) >= 45 && t->loadMemTexture(m_customTextureUrl, m_backupTexture) <= 53) || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
model = static_cast<HumanoidModel *>(renderer->getModelSlim());
else if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) == 54 || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
model = static_cast<HumanoidModel *>(renderer->getModelClassic());
else
model = static_cast<HumanoidModel *>(renderer->getModel());
HumanoidModel *model = static_cast<HumanoidModel *>(renderer->getModel(Player::GetModelTypeFromTextureId(t->loadMemTexture(m_customTextureUrl, m_backupTexture))+Player::GetModelTypeFromAnimBitmask(m_uiAnimOverrideBitmask)));
//getAttackAnim(mob, a);
//if (armor != nullptr) armor->attackTime = model->attackTime;
@ -368,7 +361,7 @@ void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, dou
//model->prepareMobModel(mob, wp, ws, a);
// Using a modified version of the render function to render offsts is skin select menu
model->renderUIOffset(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvModelOffsets);
model->renderUIAdjustments(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvSkinAdjustments);
/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmor(mob, i, a))

View file

@ -53,7 +53,7 @@ private:
ESkinPreviewAnimations m_currentAnimation;
//vector<Model::SKIN_BOX *> *m_pvAdditionalBoxes;
vector<ModelPart *> *m_pvAdditionalModelParts;
vector<SKIN_OFFSET *> *m_pvModelOffsets;
vector<SKIN_OFFSET *> *m_pvSkinAdjustments;
public:
enum ESkinPreviewFacing
{

View file

@ -59,7 +59,7 @@ UIScene_SkinSelectMenu::UIScene_SkinSelectMenu(int iPad, void *initData, UILayer
m_selectedSkinPath = L"";
m_selectedCapePath = L"";
m_vAdditionalSkinBoxes = nullptr;
m_vSkinOffsets = nullptr;
m_vSkinAdjustments = nullptr;
m_bSlidingSkins = false;
m_bAnimatingMove = false;
@ -663,7 +663,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
m_selectedSkinPath = skinFile->getPath();
m_selectedCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
m_vAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
m_vSkinOffsets = skinFile->getOffsets();
m_vSkinAdjustments = skinFile->getOffsets();
skinName = skinFile->getParameterAsString( DLCManager::e_DLCParamType_DisplayName );
skinOrigin = skinFile->getParameterAsString( DLCManager::e_DLCParamType_ThemeName );
@ -686,7 +686,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
m_selectedSkinPath = L"";
m_selectedCapePath = L"";
m_vAdditionalSkinBoxes = nullptr;
m_vSkinOffsets = nullptr;
m_vSkinAdjustments = nullptr;
switch(m_packIndex)
{
@ -729,7 +729,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
m_selectedSkinPath = skinFile->getPath();
m_selectedCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
m_vAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
m_vSkinOffsets = skinFile->getOffsets();
m_vSkinAdjustments = skinFile->getOffsets();
skinName = skinFile->getParameterAsString( DLCManager::e_DLCParamType_DisplayName );
skinOrigin = skinFile->getParameterAsString( DLCManager::e_DLCParamType_ThemeName );
@ -778,14 +778,14 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
}
}
if(m_vSkinOffsets && m_vSkinOffsets->size()!=0)
if(m_vSkinAdjustments && m_vSkinAdjustments->size()!=0)
{
// add the boxes to the humanoid model, but only if we've not done this already
// add the skin adjustments to the humanoid model, but only if we've not done this already
vector<SKIN_OFFSET *> *pModelOffsets = app.GetModelOffsets(skinFile->getSkinID());
if(pModelOffsets==nullptr)
vector<SKIN_OFFSET *> *pSkinAdjustments = app.GetSkinAdjustments(skinFile->getSkinID());
if(pSkinAdjustments==nullptr)
{
pModelOffsets = app.SetSkinOffsets(skinFile->getSkinID(),m_vSkinOffsets);
pSkinAdjustments = app.SetSkinAdjustments(skinFile->getSkinID(),m_vSkinAdjustments);
}
}
@ -805,7 +805,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
wstring otherSkinPath = L"";
wstring otherCapePath = L"";
vector<SKIN_BOX *> *othervAdditionalSkinBoxes=nullptr;
vector<SKIN_OFFSET *> *othervSkinOffsets=nullptr;
vector<SKIN_OFFSET *> *othervSkinAdjustments=nullptr;
wchar_t chars[256];
// turn off all displays
@ -860,7 +860,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = skinFile->getPath();
otherCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
othervAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
othervSkinOffsets = skinFile->getOffsets();
othervSkinAdjustments = skinFile->getOffsets();
backupTexture = TN_MOB_CHAR;
}
else
@ -868,7 +868,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = L"";
otherCapePath = L"";
othervAdditionalSkinBoxes=nullptr;
othervSkinOffsets=nullptr;
othervSkinAdjustments=nullptr;
switch(m_packIndex)
{
case SKIN_SELECT_PACK_DEFAULT:
@ -888,7 +888,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = skinFile->getPath();
otherCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
othervAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
othervSkinOffsets = skinFile->getOffsets();
othervSkinAdjustments = skinFile->getOffsets();
backupTexture = TN_MOB_CHAR;
}
}
@ -906,12 +906,12 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
pAdditionalModelParts = app.SetAdditionalSkinBoxes(skinFile->getSkinID(),othervAdditionalSkinBoxes);
}
}
if(othervSkinOffsets && othervSkinOffsets->size()!=0)
if(othervSkinAdjustments && othervSkinAdjustments->size()!=0)
{
vector<SKIN_OFFSET *> *pModelOffsets = app.GetModelOffsets(skinFile->getSkinID());
if(pModelOffsets==nullptr)
vector<SKIN_OFFSET *> *pSkinAdjustments = app.GetSkinAdjustments(skinFile->getSkinID());
if(pSkinAdjustments==nullptr)
{
pModelOffsets = app.SetSkinOffsets(skinFile->getSkinID(),othervSkinOffsets);
pSkinAdjustments = app.SetSkinAdjustments(skinFile->getSkinID(),othervSkinAdjustments);
}
}
// 4J-PB - anim override needs set before SetTexture
@ -942,7 +942,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = skinFile->getPath();
otherCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
othervAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
othervSkinOffsets = skinFile->getOffsets();
othervSkinAdjustments = skinFile->getOffsets();
backupTexture = TN_MOB_CHAR;
}
else
@ -950,7 +950,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = L"";
otherCapePath = L"";
othervAdditionalSkinBoxes=nullptr;
othervSkinOffsets=nullptr;
othervSkinAdjustments=nullptr;
switch(m_packIndex)
{
case SKIN_SELECT_PACK_DEFAULT:
@ -970,7 +970,7 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
otherSkinPath = skinFile->getPath();
otherCapePath = skinFile->getParameterAsString(DLCManager::e_DLCParamType_Cape);
othervAdditionalSkinBoxes = skinFile->getAdditionalBoxes();
othervSkinOffsets = skinFile->getOffsets();
othervSkinAdjustments = skinFile->getOffsets();
backupTexture = TN_MOB_CHAR;
}
}
@ -988,12 +988,12 @@ void UIScene_SkinSelectMenu::handleSkinIndexChanged()
pAdditionalModelParts = app.SetAdditionalSkinBoxes(skinFile->getSkinID(),othervAdditionalSkinBoxes);
}
}
if(othervSkinOffsets && othervSkinOffsets->size()!=0)
if(othervSkinAdjustments && othervSkinAdjustments->size()!=0)
{
vector<SKIN_OFFSET *> *pModelOffsets = app.GetModelOffsets(skinFile->getSkinID());
if(pModelOffsets==nullptr)
vector<SKIN_OFFSET *> *pSkinAdjustments = app.GetSkinAdjustments(skinFile->getSkinID());
if(pSkinAdjustments==nullptr)
{
pModelOffsets = app.SetSkinOffsets(skinFile->getSkinID(),othervSkinOffsets);
pSkinAdjustments = app.SetSkinAdjustments(skinFile->getSkinID(),othervSkinAdjustments);
}
}
// 4J-PB - anim override needs set before SetTexture

View file

@ -104,7 +104,7 @@ private:
DWORD m_originalSkinId;
wstring m_currentSkinPath, m_selectedSkinPath, m_selectedCapePath;
vector<SKIN_BOX *> *m_vAdditionalSkinBoxes;
vector<SKIN_OFFSET *> *m_vSkinOffsets;
vector<SKIN_OFFSET *> *m_vSkinAdjustments;
bool m_bSlidingSkins, m_bAnimatingMove;
ESkinSelectNavigation m_currentNavigation;

View file

@ -63,6 +63,7 @@ CXuiCtrlMinecraftSkinPreview::CXuiCtrlMinecraftSkinPreview() :
m_framesAnimatingRotation = 0;
m_bAnimatingToFacing = false;
m_pvAdditionalModelParts=nullptr;
m_pvSkinAdjustments=nullptr;
m_uiAnimOverrideBitmask=0L;
}
@ -102,6 +103,7 @@ void CXuiCtrlMinecraftSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME b
app.DebugPrintf("+++ SetTexture - %d, %8x\n",app.getSkinIdFromPath(m_customTextureUrl)&0xFFFFFFF,m_uiAnimOverrideBitmask);
m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
m_pvSkinAdjustments=app.GetSkinAdjustments(app.getSkinIdFromPath(m_customTextureUrl));
}
void CXuiCtrlMinecraftSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
@ -294,15 +296,8 @@ void CXuiCtrlMinecraftSkinPreview::render(EntityRenderer *renderer, double x, do
glPushMatrix();
glDisable(GL_CULL_FACE);
HumanoidModel *model;
Textures *t = Minecraft::GetInstance()->textures;
if ((t->loadMemTexture(m_customTextureUrl, m_backupTexture) >= 45 && t->loadMemTexture(m_customTextureUrl, m_backupTexture) <= 53) || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel))
model = static_cast<HumanoidModel *>(renderer->getModelSlim());
else if (t->loadMemTexture(m_customTextureUrl, m_backupTexture) == 54 || m_uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_ClassicModel))
model = static_cast<HumanoidModel *>(renderer->getModelClassic());
else
model = static_cast<HumanoidModel *>(renderer->getModel());
HumanoidModel *model = static_cast<HumanoidModel *>(renderer->getModel(Player::GetModelTypeFromTextureId(t->loadMemTexture(m_customTextureUrl, m_backupTexture))+Player::GetModelTypeFromAnimBitmask(m_uiAnimOverrideBitmask)));
//getAttackAnim(mob, a);
//if (armor != nullptr) armor->attackTime = model->attackTime;
@ -397,7 +392,7 @@ void CXuiCtrlMinecraftSkinPreview::render(EntityRenderer *renderer, double x, do
glEnable(GL_ALPHA_TEST);
//model->prepareMobModel(mob, wp, ws, a);
model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
model->renderUIAdjustments(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true, m_pvSkinAdjustments);
/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
{
if (prepareArmor(mob, i, a))

View file

@ -104,5 +104,5 @@ private:
ESkinPreviewAnimations m_currentAnimation;
//vector<Model::SKIN_BOX *> *m_pvAdditionalBoxes;
vector<ModelPart *> *m_pvAdditionalModelParts;
vector<SKIN_OFFSET *> *m_pvModelOffsets;
vector<SKIN_OFFSET *> *m_pvSkinAdjustments;
};

View file

@ -19,7 +19,7 @@ ResourceLocation EntityRenderer::SHADOW_LOCATION = ResourceLocation(TN__CLAMP__M
EntityRenderer::EntityRenderer()
{
model = nullptr;
modelClassic = nullptr;
modelWide = nullptr;
modelSlim = nullptr;
tileRenderer = new TileRenderer();
shadowRadius = 0;
@ -409,4 +409,11 @@ void EntityRenderer::registerTerrainTextures(IconRegister *iconRegister)
ResourceLocation *EntityRenderer::getTextureLocation(shared_ptr<Entity> mob)
{
return nullptr;
}
Model *EntityRenderer::getModel(int modelType)
{
if (modelType == 2) return modelSlim;
else if (modelType == 1) return modelWide;
else return model;
}

View file

@ -30,7 +30,7 @@ private:
protected:
Model *model; // TODO 4J: Check why exactly this is here, it seems to get shadowed by classes inheriting from this by their own
Model *modelClassic;
Model *modelWide;
Model *modelSlim;
protected:
@ -69,8 +69,6 @@ public:
public:
// 4J Added
virtual Model *getModel() { return model; }
virtual Model *getModelClassic() { return modelClassic; }
virtual Model *getModelSlim() { return modelSlim; }
virtual Model *getModel(int modelType = 0);
virtual void SetItemFrame(bool bSet) {}
};

View file

@ -391,62 +391,62 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
vector<float> arm1Offsets = {0, 0, 0};
vector<float> leg0Offsets = {0, 0, 0};
vector<float> leg1Offsets = {0, 0, 0};
vector<SKIN_OFFSET *>* pModelOffsets = nullptr;
vector<SKIN_OFFSET *>* pSkinAdjustments = nullptr;
if (player != nullptr)
pModelOffsets = player->GetModelOffsets();
if (pModelOffsets != nullptr)
pSkinAdjustments = player->GetSkinAdjustments();
if (pSkinAdjustments != nullptr)
{
for( SKIN_OFFSET *pModelOffset : *pModelOffsets )
for( SKIN_OFFSET *pSkinAdjustment : *pSkinAdjustments )
{
switch (pModelOffset->ePart)
switch (pSkinAdjustment->ePart)
{
case eBodyOffset_Head:
if(pModelOffset->fD == 1)
headOffsets[0] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
headOffsets[1] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
headOffsets[2] += pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
headOffsets[0] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
headOffsets[1] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
headOffsets[2] += pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Body:
if(pModelOffset->fD == 1)
bodyOffsets[0] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
bodyOffsets[1] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
bodyOffsets[2] += pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
bodyOffsets[0] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
bodyOffsets[1] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
bodyOffsets[2] += pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Arm0:
if(pModelOffset->fD == 1)
arm0Offsets[0] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
arm0Offsets[1] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
arm0Offsets[2] += pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
arm0Offsets[0] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
arm0Offsets[1] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
arm0Offsets[2] += pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Arm1:
if(pModelOffset->fD == 1)
arm1Offsets[0] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
arm1Offsets[1] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
arm1Offsets[2] += pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
arm1Offsets[0] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
arm1Offsets[1] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
arm1Offsets[2] += pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Leg0:
if(pModelOffset->fD == 1)
leg0Offsets[0] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
leg0Offsets[1] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
leg0Offsets[2] += pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
leg0Offsets[0] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
leg0Offsets[1] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
leg0Offsets[2] += pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Leg1:
if(pModelOffset->fD == 1)
leg1Offsets[0] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
leg1Offsets[1] += pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
leg1Offsets[2] += pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
leg1Offsets[0] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
leg1Offsets[1] += pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
leg1Offsets[2] += pSkinAdjustment->fO / 16.0f;
break;
}
}
@ -581,7 +581,7 @@ void HumanoidModel::render(shared_ptr<Entity> entity, float time, float r, float
}
// This code is the same as above but allows for skin offsets to work in the skin select menu - Langtanium
void HumanoidModel::renderUIOffset(float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *modelOffsets)
void HumanoidModel::renderUIAdjustments(float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *skinAdjustments)
{
setupAnim(time, r, bob, yRot, xRot, scale, nullptr, m_uiAnimOverrideBitmask);
@ -591,62 +591,62 @@ void HumanoidModel::renderUIOffset(float time, float r, float bob, float yRot, f
vector<float> arm1Offsets = {0, 0, 0};
vector<float> leg0Offsets = {0, 0, 0};
vector<float> leg1Offsets = {0, 0, 0};
vector<SKIN_OFFSET *>* pModelOffsets = nullptr;
if (modelOffsets != nullptr)
pModelOffsets = modelOffsets;
if (pModelOffsets != nullptr)
vector<SKIN_OFFSET *>* pSkinAdjustments = nullptr;
if (skinAdjustments != nullptr)
pSkinAdjustments = skinAdjustments;
if (pSkinAdjustments != nullptr)
{
for( SKIN_OFFSET *pModelOffset : *pModelOffsets )
for( SKIN_OFFSET *pSkinAdjustment : *pSkinAdjustments )
{
switch (pModelOffset->ePart)
switch (pSkinAdjustment->ePart)
{
case eBodyOffset_Head:
if(pModelOffset->fD == 1)
headOffsets[0] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
headOffsets[1] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
headOffsets[2] = pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
headOffsets[0] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
headOffsets[1] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
headOffsets[2] = pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Body:
if(pModelOffset->fD == 1)
bodyOffsets[0] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
bodyOffsets[1] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
bodyOffsets[2] = pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
bodyOffsets[0] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
bodyOffsets[1] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
bodyOffsets[2] = pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Arm0:
if(pModelOffset->fD == 1)
arm0Offsets[0] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
arm0Offsets[1] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
arm0Offsets[2] = pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
arm0Offsets[0] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
arm0Offsets[1] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
arm0Offsets[2] = pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Arm1:
if(pModelOffset->fD == 1)
arm1Offsets[0] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
arm1Offsets[1] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
arm1Offsets[2] = pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
arm1Offsets[0] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
arm1Offsets[1] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
arm1Offsets[2] = pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Leg0:
if(pModelOffset->fD == 1)
leg0Offsets[0] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
leg0Offsets[1] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
leg0Offsets[2] = pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
leg0Offsets[0] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
leg0Offsets[1] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
leg0Offsets[2] = pSkinAdjustment->fO / 16.0f;
break;
case eBodyOffset_Leg1:
if(pModelOffset->fD == 1)
leg1Offsets[0] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 2)
leg1Offsets[1] = pModelOffset->fO / 16.0f;
else if(pModelOffset->fD == 3)
leg1Offsets[2] = pModelOffset->fO / 16.0f;
if(pSkinAdjustment->fD == 1)
leg1Offsets[0] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 2)
leg1Offsets[1] = pSkinAdjustment->fO / 16.0f;
else if(pSkinAdjustment->fD == 3)
leg1Offsets[2] = pSkinAdjustment->fO / 16.0f;
break;
}
}
@ -797,80 +797,80 @@ void HumanoidModel::setupAnim(float time, float r, float bob, float yRot, float
if (m_isArmor)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
vector<SKIN_OFFSET *>* pModelOffsets = nullptr;
vector<SKIN_OFFSET *>* pSkinAdjustments = nullptr;
if (player != nullptr)
pModelOffsets = player->GetModelOffsets();
if (pModelOffsets != nullptr)
pSkinAdjustments = player->GetSkinAdjustments();
if (pSkinAdjustments != nullptr)
{
for( SKIN_OFFSET *pModelOffset : *pModelOffsets )
for( SKIN_OFFSET *pSkinAdjustment : *pSkinAdjustments )
{
switch (pModelOffset->ePart)
switch (pSkinAdjustment->ePart)
{
case eBodyOffset_Helmet:
if(pModelOffset->fD == 1)
headOffsets[0] += pModelOffset->fO;
else if(pModelOffset->fD == 2)
headOffsets[1] += pModelOffset->fO;
else if(pModelOffset->fD == 3)
headOffsets[2] += pModelOffset->fO;
if(pSkinAdjustment->fD == 1)
headOffsets[0] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 2)
headOffsets[1] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 3)
headOffsets[2] += pSkinAdjustment->fO;
case eBodyOffset_Belt:
if (!body->isArmorPart1)
{
if(pModelOffset->fD == 1)
bodyOffsets[0] += pModelOffset->fO;
else if(pModelOffset->fD == 2)
bodyOffsets[1] += pModelOffset->fO;
else if(pModelOffset->fD == 3)
bodyOffsets[2] += pModelOffset->fO;
if(pSkinAdjustment->fD == 1)
bodyOffsets[0] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 2)
bodyOffsets[1] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 3)
bodyOffsets[2] += pSkinAdjustment->fO;
}
break;
case eBodyOffset_BodyArmor:
if (body->isArmorPart1)
{
if(pModelOffset->fD == 1)
bodyOffsets[0] += pModelOffset->fO;
else if(pModelOffset->fD == 2)
bodyOffsets[1] += pModelOffset->fO;
else if(pModelOffset->fD == 3)
bodyOffsets[2] += pModelOffset->fO;
if(pSkinAdjustment->fD == 1)
bodyOffsets[0] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 2)
bodyOffsets[1] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 3)
bodyOffsets[2] += pSkinAdjustment->fO;
}
break;
case eBodyOffset_ArmArmor0:
if(pModelOffset->fD == 1)
arm0Offsets[0] += pModelOffset->fO;
else if(pModelOffset->fD == 2)
arm0Offsets[1] += pModelOffset->fO;
else if(pModelOffset->fD == 3)
arm0Offsets[2] += pModelOffset->fO;
if(pSkinAdjustment->fD == 1)
arm0Offsets[0] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 2)
arm0Offsets[1] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 3)
arm0Offsets[2] += pSkinAdjustment->fO;
break;
case eBodyOffset_ArmArmor1:
if(pModelOffset->fD == 1)
arm1Offsets[0] += pModelOffset->fO;
else if(pModelOffset->fD == 2)
arm1Offsets[1] += pModelOffset->fO;
else if(pModelOffset->fD == 3)
arm1Offsets[2] += pModelOffset->fO;
if(pSkinAdjustment->fD == 1)
arm1Offsets[0] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 2)
arm1Offsets[1] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 3)
arm1Offsets[2] += pSkinAdjustment->fO;
break;
case eBodyOffset_Boot0:
if (leg0->isArmorPart1)
{
if(pModelOffset->fD == 1)
leg0Offsets[0] += pModelOffset->fO;
else if(pModelOffset->fD == 2)
leg0Offsets[1] += pModelOffset->fO;
else if(pModelOffset->fD == 3)
leg0Offsets[2] += pModelOffset->fO;
if(pSkinAdjustment->fD == 1)
leg0Offsets[0] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 2)
leg0Offsets[1] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 3)
leg0Offsets[2] += pSkinAdjustment->fO;
}
break;
case eBodyOffset_Boot1:
if (leg1->isArmorPart1)
{
if(pModelOffset->fD == 1)
leg1Offsets[0] += pModelOffset->fO;
else if(pModelOffset->fD == 2)
leg1Offsets[1] += pModelOffset->fO;
else if(pModelOffset->fD == 3)
leg1Offsets[2] += pModelOffset->fO;
if(pSkinAdjustment->fD == 1)
leg1Offsets[0] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 2)
leg1Offsets[1] += pSkinAdjustment->fO;
else if(pSkinAdjustment->fD == 3)
leg1Offsets[2] += pSkinAdjustment->fO;
}
break;
}

View file

@ -45,7 +45,7 @@ public:
eAnim_DisableRenderLeg1,
eAnim_DisableRenderHair,
eAnim_SmallModel, // Maggie Simpson for riding horse, etc
eAnim_ClassicModel,
eAnim_WideModel,
eAnim_SlimModel,
// Hide overlay/second layer on 64x64 skins
eAnim_DisableRenderSleeve1,
@ -84,7 +84,7 @@ public:
HumanoidModel(float g, float yOffset, int texWidth, int texHeight);
HumanoidModel(float g, float yOffset, int texWidth, int texHeight, bool slim);
virtual void render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled);
virtual void renderUIOffset(float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *modelOffsets);
virtual void renderUIAdjustments(float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled, vector<SKIN_OFFSET *> *skinAdjustments);
virtual void setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim = 0);
void renderHair(float scale, bool usecompiled);
void renderEars(float scale, bool usecompiled);

View file

@ -12,21 +12,13 @@
ResourceLocation LivingEntityRenderer::ENCHANT_GLINT_LOCATION = ResourceLocation(TN__BLUR__MISC_GLINT);
int LivingEntityRenderer::MAX_ARMOR_LAYERS = 4;
LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow)
LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow, bool isPlayer)
{
this->model = model;
shadowRadius = shadow;
armor = nullptr;
}
LivingEntityRenderer::LivingEntityRenderer(Model *model, float shadow, bool is64x64)
{
this->model = model;
if (is64x64)
if (isPlayer)
{
this->modelClassic = new HumanoidModel(0, 0, 64, 64, false);
this->modelWide = new HumanoidModel(0, 0, 64, 64, false);
this->modelSlim = new HumanoidModel(0, 0, 64, 64, true);
}
@ -68,7 +60,7 @@ void LivingEntityRenderer::render(shared_ptr<Entity> _mob, double x, double y, d
glPushMatrix();
glDisable(GL_CULL_FACE);
if (player != nullptr && modelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = modelClassic;
if (player != nullptr && modelWide != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_WideModel))) resModel = modelWide;
else if (player != nullptr && modelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = modelSlim;
else resModel = model;
@ -265,7 +257,7 @@ void LivingEntityRenderer::renderModel(shared_ptr<LivingEntity> mob, float wp, f
shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
Model *resModel;
if (player != nullptr && modelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = modelClassic;
if (player != nullptr && modelWide != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_WideModel))) resModel = modelWide;
else if (player != nullptr && modelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = modelSlim;
else resModel = model;
@ -343,7 +335,7 @@ void LivingEntityRenderer::renderArrows(shared_ptr<LivingEntity> mob, float a)
shared_ptr<Player> player = dynamic_pointer_cast<Player>(mob);
Model *resModel;
if (player != nullptr && modelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = modelClassic;
if (player != nullptr && modelWide != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_WideModel))) resModel = modelWide;
else if (player != nullptr && modelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = modelSlim;
else resModel = model;

View file

@ -19,8 +19,7 @@ protected:
Model *armor;
public:
LivingEntityRenderer(Model *model, float shadow);
LivingEntityRenderer(Model *model, float shadow, bool is64x64);
LivingEntityRenderer(Model *model, float shadow, bool isPlayer = false);
virtual void render(shared_ptr<Entity> mob, double x, double y, double z, float rot, float a);
virtual void setArmor(Model *armor);

View file

@ -891,10 +891,10 @@ void PlayerConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
{
// we don't have the dlc skin, so retrieve the data from the app store
vector<SKIN_BOX *> *pvSkinBoxes = app.GetAdditionalSkinBoxes(packet->dwSkinID);
vector<SKIN_OFFSET *> *pvSkinOffsets = app.GetModelOffsets(packet->dwSkinID);
vector<SKIN_OFFSET *> *pvSkinAdjustments = app.GetSkinAdjustments(packet->dwSkinID);
unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(packet->dwSkinID);
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pvSkinBoxes, pvSkinOffsets, uiAnimOverrideBitmask));
send(std::make_shared<TextureAndGeometryPacket>(packet->textureName, pbData, dwTextureBytes, pvSkinBoxes, pvSkinAdjustments, uiAnimOverrideBitmask));
}
}
else
@ -924,7 +924,7 @@ void PlayerConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPac
#ifndef _CONTENT_PACKAGE
wprintf(L"Adding skin offsets for skin id %X, offset count %d\n",packet->dwSkinID,packet->dwOffsetC);
#endif
app.SetSkinOffsets(packet->dwSkinID,packet->OffsetDataA,packet->dwOffsetC);
app.SetSkinAdjustments(packet->dwSkinID,packet->OffsetDataA,packet->dwOffsetC);
}
// Add the anim override
app.SetAnimOverrideBitmask(packet->dwSkinID,packet->uiAnimOverrideBitmask);
@ -975,7 +975,7 @@ void PlayerConnection::handleTextureAndGeometryReceived(const wstring &textureNa
// get the data from the app
DWORD dwSkinID = app.getSkinIdFromPath(textureName);
vector<SKIN_BOX *> *pvSkinBoxes = app.GetAdditionalSkinBoxes(dwSkinID);
vector<SKIN_OFFSET *> *pvSkinOffsets = app.GetModelOffsets(dwSkinID);
vector<SKIN_OFFSET *> *pvSkinOffsets = app.GetSkinAdjustments(dwSkinID);
unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(dwSkinID);
send(std::make_shared<TextureAndGeometryPacket>(textureName, pbData, dwTextureBytes, pvSkinBoxes, pvSkinOffsets, uiAnimOverrideBitmask));

View file

@ -58,7 +58,7 @@ ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true )
{
humanoidModel = static_cast<HumanoidModel *>(model);
humanoidModelClassic = static_cast<HumanoidModel *>(modelClassic);
humanoidModelWide = static_cast<HumanoidModel *>(modelWide);
humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
armorParts1 = new HumanoidModel(1.0f, true);
@ -78,7 +78,7 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
HumanoidModel *resModel;
if (humanoidModelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
if (humanoidModelWide != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_WideModel))) resModel = humanoidModelWide;
else if (humanoidModelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
@ -180,7 +180,7 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
if(mob == nullptr) return;
if(mob->hasInvisiblePrivilege()) return;
if (humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
if (humanoidModelWide != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_WideModel))) resModel = humanoidModelWide;
else if (humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
@ -318,7 +318,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel *resModel;
if (mob != nullptr && humanoidModelClassic != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
if (mob != nullptr && humanoidModelWide != nullptr && (mob->getCustomSkin() == 18 || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_WideModel))) resModel = humanoidModelWide;
else if (mob != nullptr && humanoidModelSlim != nullptr && ((mob->getCustomSkin() >= 8 && mob->getCustomSkin() <= 17) || mob->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;
@ -567,7 +567,7 @@ void PlayerRenderer::renderHand()
shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
HumanoidModel *resModel;
if (player != nullptr && humanoidModelClassic != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_ClassicModel))) resModel = humanoidModelClassic;
if (player != nullptr && humanoidModelWide != nullptr && (player->getCustomSkin() == 18 || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_WideModel))) resModel = humanoidModelWide;
else if (player != nullptr && humanoidModelSlim != nullptr && ((player->getCustomSkin() >= 8 && player->getCustomSkin() <= 17) || player->getAnimOverrideBitmask()&(1<<HumanoidModel::eAnim_SlimModel))) resModel = humanoidModelSlim;
else resModel = humanoidModel;

View file

@ -14,7 +14,7 @@ public:
private:
HumanoidModel *humanoidModel;
HumanoidModel *humanoidModelClassic;
HumanoidModel *humanoidModelWide;
HumanoidModel *humanoidModelSlim;
HumanoidModel *armorParts1;

View file

@ -100,9 +100,9 @@ void Player::_init()
m_ppAdditionalModelParts=nullptr;
m_bCheckedForModelParts=false;
m_bCheckedDLCForModelParts=false;
m_ppModelOffsets=nullptr;
m_bCheckedForModelOffsets=false;
m_bCheckedDLCForModelOffsets=false;
m_ppSkinAdjustments=nullptr;
m_bCheckedForSkinAdjustments=false;
m_bCheckedDLCForSkinAdjustments=false;
#if defined(__PS3__) || defined(__ORBIS__)
m_ePlayerNameValidState=ePlayerNameValid_NotSet;
@ -716,10 +716,10 @@ void Player::setCustomSkin(DWORD skinId)
// reset the check for model parts
m_bCheckedForModelParts=false;
m_bCheckedDLCForModelParts=false;
m_bCheckedForModelOffsets=false;
m_bCheckedDLCForModelOffsets=false;
m_bCheckedForSkinAdjustments=false;
m_bCheckedDLCForSkinAdjustments=false;
this->SetAdditionalModelParts(nullptr);
this->SetModelOffsets(nullptr);
this->SetSkinAdjustments(nullptr);
}
@ -765,10 +765,10 @@ unsigned int Player::getSkinAnimOverrideBitmask(DWORD skinId)
return bitmask;
}
vector<SKIN_OFFSET *> *Player::getSkinModelOffsets(DWORD skinId)
vector<SKIN_OFFSET *> *Player::getSkinAdjustments(DWORD skinId)
{
vector<SKIN_OFFSET *> *skinOffsets = app.GetModelOffsets(skinId);
return skinOffsets;
vector<SKIN_OFFSET *> *skinAdjustments = app.GetSkinAdjustments(skinId);
return skinAdjustments;
}
void Player::setXuid(PlayerUID xuid)
@ -3164,45 +3164,59 @@ vector<ModelPart *> *Player::GetAdditionalModelParts()
return m_ppAdditionalModelParts;
}
vector<SKIN_OFFSET *> *Player::GetModelOffsets()
vector<SKIN_OFFSET *> *Player::GetSkinAdjustments()
{
if(m_ppModelOffsets==nullptr && !m_bCheckedForModelOffsets)
if(m_ppSkinAdjustments==nullptr && !m_bCheckedForSkinAdjustments)
{
bool hasCustomTexture = !customTextureUrl.empty();
bool customTextureIsDefaultSkin = customTextureUrl.substr(0,3).compare(L"def") == 0;
// see if we can find the parts
m_ppModelOffsets=app.GetModelOffsets(m_dwSkinId);
m_ppSkinAdjustments=app.GetSkinAdjustments(m_dwSkinId);
// If it's a default texture (which has no parts), we have the parts, or we already have the texture (in which case we should have parts if there are any) then we are done
if(!hasCustomTexture || customTextureIsDefaultSkin || m_ppModelOffsets != nullptr || app.IsFileInMemoryTextures(customTextureUrl))
if(!hasCustomTexture || customTextureIsDefaultSkin || m_ppSkinAdjustments != nullptr || app.IsFileInMemoryTextures(customTextureUrl))
{
m_bCheckedForModelOffsets=true;
m_bCheckedForSkinAdjustments=true;
}
if(m_ppModelOffsets == nullptr && !m_bCheckedDLCForModelOffsets)
if(m_ppSkinAdjustments == nullptr && !m_bCheckedDLCForSkinAdjustments)
{
m_bCheckedDLCForModelOffsets = true;
m_bCheckedDLCForSkinAdjustments = true;
// we don't have the data from the dlc skin yet
app.DebugPrintf("m_bCheckedForModelOffsets Couldn't get model offsets for skin %X\n",m_dwSkinId);
app.DebugPrintf("m_bCheckedForModelOffsets Couldn't get skin adjustments for skin %X\n",m_dwSkinId);
// do we have it from the DLC pack?
DLCSkinFile *pDLCSkinFile = app.m_dlcManager.getSkinFile(this->customTextureUrl);
if(pDLCSkinFile!=nullptr)
{
DWORD dwBoxC=pDLCSkinFile->getOffsetsCount();
if(dwBoxC!=0)
DWORD dwOffsetC=pDLCSkinFile->getOffsetsCount();
if(dwOffsetC!=0)
{
app.DebugPrintf("m_bCheckedForModelOffsets Got model offsets from DLCskin for skin %X\n",m_dwSkinId);
m_ppModelOffsets=app.SetSkinOffsets(m_dwSkinId,pDLCSkinFile->getOffsets());
app.DebugPrintf("m_bCheckedForSkinAdjustments Got skin adjustments from DLCskin for skin %X\n",m_dwSkinId);
m_ppSkinAdjustments=app.SetSkinAdjustments(m_dwSkinId,pDLCSkinFile->getOffsets());
}
m_bCheckedForModelOffsets=true;
m_bCheckedForSkinAdjustments=true;
}
}
}
return m_ppModelOffsets;
return m_ppSkinAdjustments;
}
int Player::GetModelTypeFromAnimBitmask(unsigned int uiAnimOverrideBitmask)
{
if (uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_SlimModel)) return 2;
else if (uiAnimOverrideBitmask&(1<<HumanoidModel::eAnim_WideModel)) return 1;
return 0;
}
int Player::GetModelTypeFromTextureId(int textureId)
{
if (textureId > 44 && textureId < 54) return 2;
else if (textureId == 54) return 1;
else return 0;
}
void Player::SetAdditionalModelParts(vector<ModelPart *> *ppAdditionalModelParts)
@ -3210,9 +3224,9 @@ void Player::SetAdditionalModelParts(vector<ModelPart *> *ppAdditionalModelParts
m_ppAdditionalModelParts=ppAdditionalModelParts;
}
void Player::SetModelOffsets(vector<SKIN_OFFSET *> *ppModelOffsets)
void Player::SetSkinAdjustments(vector<SKIN_OFFSET *> *ppSkinAdjustments)
{
m_ppModelOffsets=ppModelOffsets;
m_ppSkinAdjustments=ppSkinAdjustments;
}
#if defined(__PS3__) || defined(__ORBIS__)

View file

@ -411,7 +411,7 @@ public:
static DWORD getCapeIdFromPath(const wstring &cape);
static wstring getCapePathFromId(DWORD capeId);
static unsigned int getSkinAnimOverrideBitmask(DWORD skinId);
vector<SKIN_OFFSET *> *getSkinModelOffsets(DWORD skinId);
vector<SKIN_OFFSET *> *getSkinAdjustments(DWORD skinId);
// 4J Added
void setXuid(PlayerUID xuid);
@ -521,8 +521,10 @@ public:
vector<ModelPart *> *GetAdditionalModelParts();
void SetAdditionalModelParts(vector<ModelPart *> *ppAdditionalModelParts);
vector<SKIN_OFFSET *> *GetModelOffsets();
void SetModelOffsets(vector<SKIN_OFFSET *> *ppModelOffsets);
vector<SKIN_OFFSET *> *GetSkinAdjustments();
void SetSkinAdjustments(vector<SKIN_OFFSET *> *ppSkinAdjustments);
static int GetModelTypeFromAnimBitmask(unsigned int uiAnimOverrideBitmask);
static int GetModelTypeFromTextureId(int textureId);
#if defined(__PS3__) || defined(__ORBIS__)
enum ePlayerNameValidState
@ -539,9 +541,9 @@ private:
vector<ModelPart *> *m_ppAdditionalModelParts;
bool m_bCheckedForModelParts;
bool m_bCheckedDLCForModelParts;
vector<SKIN_OFFSET *> *m_ppModelOffsets;
bool m_bCheckedForModelOffsets;
bool m_bCheckedDLCForModelOffsets;
vector<SKIN_OFFSET *> *m_ppSkinAdjustments;
bool m_bCheckedForSkinAdjustments;
bool m_bCheckedDLCForSkinAdjustments;
#if defined(__PS3__) || defined(__ORBIS__)
ePlayerNameValidState m_ePlayerNameValidState; // 4J-PB - to ensure we have the characters for this name in our font, or display a player number instead

View file

@ -242,7 +242,7 @@ void TextureAndGeometryPacket::read(DataInputStream *dis) //throws IOException
}
}
void TextureAndGeometryPacket::write(DataOutputStream *dos) //throws IOException
void __fastcall TextureAndGeometryPacket::write(DataOutputStream *dos) //throws IOException
{
dos->writeUTF(textureName);
dos->writeInt(dwSkinID);