Files
mcpe/source/client/renderer/entity/HumanoidMobRenderer.cpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* Visual Studio Project Overhaul + Cleanup
* SDL2 project for Windows
* Re-added game client icon to SDL2 code
* Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type)
* Renamed "LoggerWindows" to "LoggerWin32"
* Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then.
* Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it.
* I wonder if this still works on macOS...

* Bugfixes & Fixed for macOS

* Options::savePropertiesToFile Logging Bugfix

* Silence Winsock Deprecation Warnings in RakNet

* VS Project Improvements
- Replaced 50 billion relative paths with $(MC_ROOT)
- Added $(RAKNET_PATH) variable to override RakNet location
- Re-added gitignore for .vcxproj.user files
- Added debugging config to Directory.Builds.props
- Slimmed down project configurations for SDL2

* VS Project Config Bugfixes
- Fixed RakNet header path for additional includes

* RakNet Target for XCode

* XCode Project Config Fixes

* Packet logging

* Network VS Project Filter Fix

* Fix RakNet Packet ID Length
We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions.

* Additional RakNet Error Handling

* Disable packet logging

* * Fix CMakeLists.txt

This reflects the relocation of ClientSideNetworkHandler.cpp.

* * Also add renderer/GL/GL.cpp to the CMakeLists.txt

* * Replace libpng with stb_image

* * Fix buggy water behavior.

* * Put the CMakeLists of the SDL project in debug mode

* Visual Studio 2010 Support

* * Change the SdlIoCallbacks from an array to a single member.

This fixes compilation of the sdl2 target on VS.

* * Fix missing _error label.

* Revert "* Fix missing _error label."

This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74.

* Revert "* Replace libpng with stb_image"

* info_updateGame Tiles

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-10-22 10:08:59 +03:00

74 lines
2.2 KiB
C++

/********************************************************************
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 "HumanoidMobRenderer.hpp"
#include "EntityRenderDispatcher.hpp"
#include "client/app/Minecraft.hpp"
#include "client/renderer/ItemInHandRenderer.hpp"
#include "client/renderer/TileRenderer.hpp"
#include "world/entity/Player.hpp"
#include "world/item/ItemInstance.hpp"
HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel* pModel, float f) : MobRenderer(pModel, f)
{
m_pHumanoidModel = pModel;
}
void HumanoidMobRenderer::additionalRendering(Mob* mob, float f)
{
if (!mob->isPlayer()) return;
Player* player = (Player*)mob;
int itemID = player->m_pInventory->getSelectedItemId();
if (itemID <= 0)
return;
ItemInstance inst(itemID, 1, 0);
glPushMatrix();
m_pHumanoidModel->m_armL.translateTo(0.0625f);
glTranslatef(-0.0625f, 0.4375f, 0.0625f);
if (itemID <= C_MAX_TILES && TileRenderer::canRender(Tile::tiles[itemID]->getRenderShape()))
{
glTranslatef(0.0f, 0.1875f, -0.3125f);
glRotatef(20.0f, 1.0f, 0.0f, 0.0f);
glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
glScalef(0.375f, -0.375f, 0.375f);
}
else if (Item::items[itemID]->isHandEquipped())
{
glTranslatef(0.0f, 0.1875f, 0.0f);
glScalef(0.625f, -0.625f, 0.625f);
glRotatef(-100.0f, 1.0f, 0.0f, 0.0f);
glRotatef(45.0f, 0.0f, 1.0f, 0.0f);
}
else
{
glTranslatef(0.25f, 0.1875f, -0.1875f);
glScalef(0.375f, 0.375f, 0.375f);
glRotatef(60.0f, 0.0f, 0.0f, 1.0f);
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
glRotatef(20.0f, 0.0f, 0.0f, 1.0f);
}
m_pDispatcher->m_pItemInHandRenderer->renderItem(&inst);
glPopMatrix();
}
void HumanoidMobRenderer::onGraphicsReset()
{
m_pHumanoidModel->onGraphicsReset();
}
void HumanoidMobRenderer::renderHand()
{
m_pHumanoidModel->field_4 = 0;
m_pHumanoidModel->setBrightness(m_pDispatcher->m_pMinecraft->m_pMobPersp->getBrightness(1.0f));
m_pHumanoidModel->setupAnim(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0625f);
m_pHumanoidModel->m_armL.render(0.0625f);
}