Files
mcpe/source/client/model/HumanoidModel.cpp
2023-08-07 12:21:32 +03:00

279 lines
8.1 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 "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)
{
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::renderHorrible(float a, float b, float c, float d, float e, float f)
{
setupAnim(a, b, c, d, e, f);
m_head.renderHorrible(f);
m_body.renderHorrible(f);
m_armL.renderHorrible(f);
m_armR.renderHorrible(f);
m_legL.renderHorrible(f);
m_legR.renderHorrible(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);
}
*/