/******************************************************************** 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 "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.field_18 = 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.field_18 = 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.field_10 = a5 * 0.017453f; m_head.field_C = a6 * 0.017453f; if (m_head.field_C < -1.0f) m_head.field_C = -1.0f; if (m_head.field_C > 1.0f) m_head.field_C = 1.0f; float v12 = (a2 * 0.6662f) + 3.1416f; m_armL.field_C = (Mth::cos(v12) * 2.0f * a3) * 0.5f; m_armR.field_C = Mth::cos(a2 * 0.6662f) * 2.0f * a3 * 0.5f; // @HUH: multiplying by 2 and also by 1/2 m_armL.field_14 = 0.0f; m_armR.field_14 = 0.0f; m_legL.field_C = (Mth::cos(a2 * 0.6662f) * 1.4f) * a3; m_legR.field_C = (Mth::cos(v12) * 1.4f) * a3; m_legL.field_10 = 0.0f; m_legR.field_10 = 0.0f; if (field_8) { float v15 = (3.1416f * -0.5f) * 0.4f; m_armL.field_C += v15; m_armR.field_C += v15; float v16 = (3.1416f * -0.5f) * 0.8f; m_legL.field_C = v16; m_legR.field_C = v16; m_legL.field_10 = (3.1416f * 0.5f) * 0.2f; m_legR.field_10 = (3.1416f * -0.5f) * 0.2f; } if (field_10BC) m_armR.field_C = ((3.1416f * 0.5f) * -0.2f) + (m_armR.field_C * 0.5f); if (field_10BD) m_armL.field_C = ((3.1416f * 0.5f) * -0.2f) + (m_armL.field_C * 0.5f); m_armL.field_10 = 0.0f; m_armR.field_10 = 0.0f; if (field_4 > -9990.0f) { m_body.field_10 = Mth::sin(Mth::sqrt(field_4) * 3.1416f * 2.0f) * 0.2f; m_armL.m_posZ = 5.0f * Mth::sin(m_body.field_10); m_armL.m_posX = -5.0f * Mth::cos(m_body.field_10); m_armR.m_posZ = -5.0f * Mth::sin(m_body.field_10); m_armR.m_posX = 5.0f * Mth::cos(m_body.field_10); m_armL.field_10 = m_armL.field_10 + m_body.field_10; m_armR.field_10 = m_armR.field_10 + m_body.field_10; float o = 1.0f - field_4; m_armR.field_C += m_body.field_10; m_armL.field_C -= -((m_head.field_C - 0.7f) * Mth::sin(3.1416f * field_4)) * 0.75f + Mth::sin((1.0f - o * o * o * o) * 3.1416f) * 1.2f; m_armL.field_10 += m_body.field_10 * 2.0f; m_armL.field_14 = Mth::sin(field_4 * 3.1416f) * -0.4f; } if (field_10BE) // sneaking? { m_body.field_C = 0.5f; m_armL.field_C += 0.4f; m_armR.field_C += 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.field_C = 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.field_14 += Mth::cos(a4 * 0.09f) * 0.05f + 0.05f; m_armR.field_14 -= Mth::cos(a4 * 0.09f) * 0.05f + 0.05f; m_armL.field_C += Mth::sin(a4 * 0.067f) * 0.05f; m_armR.field_C += 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); } /* Keeping the original around just in case: void HumanoidModel::setupAnim(float a2, float a3, float a4, float a5, float a6, float a7) { this->m_head.field_10 = a5 * 0.017453f; float v11 = a6 * 0.017453f; if ((a6 * 0.017453f) <= 1.0f) { if (v11 < -1.0f) v11 = -1.0f; } else { v11 = 1.0f; } this->m_head.field_C = v11; float v12 = (a2 * 0.6662f) + 3.1416f; float v13 = Mth::cos(v12); this->m_armL.field_C = ((v13 + v13) * a3) * 0.5f; float v14 = Mth::cos(a2 * 0.6662f); this->m_armR.field_C = ((v14 + v14) * a3) * 0.5f; this->m_armL.field_14 = 0.0f; this->m_armR.field_14 = 0.0f; this->m_legL.field_C = (Mth::cos(a2 * 0.6662f) * 1.4f) * a3; this->m_legR.field_C = (Mth::cos(v12) * 1.4f) * a3; this->m_legL.field_10 = 0.0f; this->m_legR.field_10 = 0.0f; if (this->field_8) { float v15 = (3.1416f * -0.5f) * 0.4f; this->m_armL.field_C = this->m_armL.field_C + v15; this->m_armR.field_C = this->m_armR.field_C + v15; float v16 = (3.1416f * -0.5f) * 0.8f; this->m_legL.field_C = v16; this->m_legR.field_C = v16; this->m_legL.field_10 = (3.1416f * 0.5f) * 0.2f; this->m_legR.field_10 = (3.1416f * -0.5f) * 0.2f; } if (this->field_10BC) this->m_armR.field_C = ((3.1416f * 0.5f) * -0.2f) + (this->m_armR.field_C * 0.5f); if (this->field_10BD) this->m_armL.field_C = ((3.1416f * 0.5f) * -0.2f) + (this->m_armL.field_C * 0.5f); this->m_armL.field_10 = 0.0f; this->m_armR.field_10 = 0.0f; if (field_4 > -9990.0f) { float v22 = Mth::sqrt(field_4); float v23 = Mth::sin((v22 * 3.1416f) + (v22 * 3.1416f)); this->m_body.field_10 = v23 * 0.2f; float v24 = Mth::sin(v23 * 0.2f) * 5.0f; float bf10_1 = this->m_body.field_10; this->m_armL.m_posZ = v24; float v26 = Mth::cos(bf10_1) * -5.0f; float bf10_2 = this->m_body.field_10; this->m_armL.m_posX = v26; float v28 = Mth::sin(bf10_2) * -5.0f; float bf10_3 = this->m_body.field_10; this->m_armR.m_posZ = v28; this->m_armR.m_posX = Mth::cos(bf10_3) * 5.0f; float bf10_4 = this->m_body.field_10; this->m_armL.field_10 = this->m_armL.field_10 + bf10_4; this->m_armR.field_10 = this->m_armR.field_10 + bf10_4; float v31 = this->m_armR.field_C + bf10_4; float v32 = 1.0f - this->field_4; this->m_armR.field_C = v31; float v33 = Mth::sin((1.0f - ((v32 * v32) * (v32 * v32))) * 3.1416f); float v34 = Mth::sin(3.1416f * this->field_4); float bf10_times_2 = this->m_body.field_10 + this->m_body.field_10; this->m_armL.field_C = this->m_armL.field_C - ((-((this->m_head.field_C - 0.7f) * v34) * 0.75f) + (v33 * 1.2f)); float v36 = this->m_armL.field_10 + bf10_times_2; float v37 = this->field_4 * 3.1416f; this->m_armL.field_10 = v36; this->m_armL.field_14 = Mth::sin(v37) * -0.4f; } if (this->field_10BE) { m_body.field_C = 0.5f; m_armL.field_C += 0.4f; m_armR.field_C += 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.field_C = 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; } float v18 = this->m_armL.field_14; this->m_armL.field_14 = v18 + ((Mth::cos(a4 * 0.09f) * 0.05f) + 0.05f); float v19 = this->m_armR.field_14; this->m_armR.field_14 = v19 - ((Mth::cos(a4 * 0.09f) * 0.05f) + 0.05f); float v20 = this->m_armL.field_C; this->m_armL.field_C = v20 + (Mth::sin(a4 * 0.067f) * 0.05f); float v21 = this->m_armR.field_C; this->m_armR.field_C = v21 + (Mth::sin(a4 * 0.067f) * -0.05f); } */