/******************************************************************** Minecraft: Pocket Edition - Decompilation Project Copyright (C) 2023 iProgramInCpp The following code is licensed under the BSD 1 clause license. SPDX-License-Identifier: BSD-1-Clause ********************************************************************/ #include "HumanoidModel.hpp" #include "client/app/Minecraft.hpp" HumanoidModel::HumanoidModel(float a, float b): m_head(0, 0), m_body(16, 16), m_armL(40, 16), m_armR(40, 16), m_legL(0, 16), m_legR(0, 16) { field_10BC = false; field_10BD = false; field_10BE = false; m_head.addBox(-4, -8, -4, 8, 8, 8, a); m_head.setPos(0, b, 0); m_body.addBox(-4, 0, -2, 8, 12, 4); m_body.setPos(0, b, 0); m_armL.addBox(-3, -2, -2, 4, 12, 4, a); m_armL.setPos(-5, b + 2, 0); m_armR.m_swapX = true; m_armR.addBox(-1, -2, -2, 4, 12, 4, a); m_armR.setPos(5, b + 2, 0); m_legL.addBox(-2, 0, -2, 4, 12, 4, a); m_legL.setPos(-2, b + 12, 0); m_legR.m_swapX = true; m_legR.addBox(-2, 0, -2, 4, 12, 4, a); m_legR.setPos(2, b + 12, 0); } void HumanoidModel::_logGraphics() { Matrix m; if (Minecraft::customDebugId == 1) { // @NOTE: I think most of this function was ifdef'd/commented out m.fetchGL(GL_MODELVIEW_MATRIX); } } void HumanoidModel::onGraphicsReset() { m_head.m_bCompiled = false; m_body.m_bCompiled = false; m_armL.m_bCompiled = false; m_armR.m_bCompiled = false; m_legL.m_bCompiled = false; m_legR.m_bCompiled = false; } void HumanoidModel::render(float a, float b, float c, float d, float e, float f) { setupAnim(a, b, c, d, e, f); m_head.render(f); m_body.render(f); m_armL.render(f); m_armR.render(f); m_legL.render(f); m_legR.render(f); _logGraphics(); } void HumanoidModel::setupAnim(float a2, float a3, float a4, float a5, float a6, float a7) { //a6 = pitch, a5 = yaw-ish m_head.m_rotY = a5 * 0.017453f; m_head.m_rotX = a6 * 0.017453f; if (m_head.m_rotX < -1.0f) m_head.m_rotX = -1.0f; if (m_head.m_rotX > 1.0f) m_head.m_rotX = 1.0f; float v12 = (a2 * 0.6662f) + 3.1416f; m_armL.m_rotX = (Mth::cos(v12) * 2.0f * a3) * 0.5f; m_armR.m_rotX = Mth::cos(a2 * 0.6662f) * 2.0f * a3 * 0.5f; // @HUH: multiplying by 2 and also by 1/2 m_armL.m_rotZ = 0.0f; m_armR.m_rotZ = 0.0f; m_legL.m_rotX = (Mth::cos(a2 * 0.6662f) * 1.4f) * a3; m_legR.m_rotX = (Mth::cos(v12) * 1.4f) * a3; m_legL.m_rotY = 0.0f; m_legR.m_rotY = 0.0f; if (field_8) { float v15 = (3.1416f * -0.5f) * 0.4f; m_armL.m_rotX += v15; m_armR.m_rotX += v15; float v16 = (3.1416f * -0.5f) * 0.8f; m_legL.m_rotX = v16; m_legR.m_rotX = v16; m_legL.m_rotY = (3.1416f * 0.5f) * 0.2f; m_legR.m_rotY = (3.1416f * -0.5f) * 0.2f; } if (field_10BC) m_armR.m_rotX = ((3.1416f * 0.5f) * -0.2f) + (m_armR.m_rotX * 0.5f); if (field_10BD) m_armL.m_rotX = ((3.1416f * 0.5f) * -0.2f) + (m_armL.m_rotX * 0.5f); m_armL.m_rotY = 0.0f; m_armR.m_rotY = 0.0f; if (field_4 > -9990.0f) { m_body.m_rotY = Mth::sin(Mth::sqrt(field_4) * 3.1416f * 2.0f) * 0.2f; m_armL.m_posZ = 5.0f * Mth::sin(m_body.m_rotY); m_armL.m_posX = -5.0f * Mth::cos(m_body.m_rotY); m_armR.m_posZ = -5.0f * Mth::sin(m_body.m_rotY); m_armR.m_posX = 5.0f * Mth::cos(m_body.m_rotY); m_armL.m_rotY = m_armL.m_rotY + m_body.m_rotY; m_armR.m_rotY = m_armR.m_rotY + m_body.m_rotY; float o = 1.0f - field_4; m_armR.m_rotX += m_body.m_rotY; m_armL.m_rotX -= -((m_head.m_rotX - 0.7f) * Mth::sin(3.1416f * field_4)) * 0.75f + Mth::sin((1.0f - o * o * o * o) * 3.1416f) * 1.2f; m_armL.m_rotY += m_body.m_rotY * 2.0f; m_armL.m_rotZ = Mth::sin(field_4 * 3.1416f) * -0.4f; } if (field_10BE) // sneaking? { m_body.m_rotX = 0.5f; m_armL.m_rotX += 0.4f; m_armR.m_rotX += 0.4f; m_legL.m_posZ = 4.0f; m_legR.m_posZ = 4.0f; m_legL.m_posY = 9.0f; m_legR.m_posY = 9.0f; m_head.m_posY = 1.0f; } else { m_body.m_rotX = 0.0f; m_legL.m_posZ = 0.0f; m_head.m_posY = 0.0f; m_legR.m_posZ = 0.0f; m_legL.m_posY = 12.0f; m_legR.m_posY = 12.0f; } m_armL.m_rotZ += Mth::cos(a4 * 0.09f) * 0.05f + 0.05f; m_armR.m_rotZ -= Mth::cos(a4 * 0.09f) * 0.05f + 0.05f; m_armL.m_rotX += Mth::sin(a4 * 0.067f) * 0.05f; m_armR.m_rotX += Mth::sin(a4 * 0.067f) * -0.05f; } void HumanoidModel::setBrightness(float f) { m_armL.setBrightness(f); m_armR.setBrightness(f); m_legL.setBrightness(f); m_legR.setBrightness(f); m_body.setBrightness(f); m_head.setBrightness(f); }