Made changes to skin related code

Renamed all Alex skins and Developer Steve skin to match the official file names, reordered default skin to match the order in the official release of LCE, modified model type logic to be more optimized, added more anim flags to HumanoidModel.h, added code to show armor if the corresponding part is hidden but the "show armor" part anim flag is present, added code to handle extra skin box values of "hide with armor", "mirror skin box", and "scale", corrected player model second/overlay layer scale from 0.5 to 0.25, and fixed skin boxes not rendering on 64x64 DLC skins.
This commit is contained in:
Langtanium
2026-06-22 15:14:52 -07:00
committed by Langtanium
parent a4cc0659b5
commit bccca54ea0
43 changed files with 249 additions and 339 deletions
+62 -101
View File
@@ -16,7 +16,6 @@
#include "../Minecraft.World/StringHelpers.h"
#include "SkeletonHeadModel.h"
#include "Textures.h"
#include "Skins.h"
ResourceLocation PlayerRenderer::SKELETON_LOCATION = ResourceLocation(TN_MOB_SKELETON);
ResourceLocation PlayerRenderer::WITHER_SKELETON_LOCATION = ResourceLocation(TN_MOB_WITHER_SKELETON);
@@ -64,16 +63,22 @@ static unsigned int nametagColorForIndex(int index)
ResourceLocation PlayerRenderer::DEFAULT_LOCATION = ResourceLocation(TN_MOB_CHAR);
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer(new HumanoidModel(0), 0.5f, true, true)
PlayerRenderer::PlayerRenderer() : LivingEntityRenderer( new HumanoidModel(0), 0.5f, true )
{
humanoidModel = static_cast<HumanoidModel*>(model);
humanoidModelSlim = static_cast<HumanoidModel*>(modelSlim);
newHumanoidModel = static_cast<HumanoidModel*>(newModel);
newHumanoidModelSlim = static_cast<HumanoidModel*>(newModelSlim);
humanoidModel = static_cast<HumanoidModel *>(model);
humanoidModelWide = static_cast<HumanoidModel *>(modelWide);
humanoidModelSlim = static_cast<HumanoidModel *>(modelSlim);
armorParts1 = new HumanoidModel(1.0f);
armorParts2 = new HumanoidModel(0.5f);
armorParts3 = new HumanoidModel(0.5f);
armorParts1 = new HumanoidModel(1.0f, true);
armorParts2 = new HumanoidModel(0.5f, true);
armorParts3 = new HumanoidModel(0.5f, true);
}
void PlayerRenderer::setModelType(shared_ptr<Player> player)
{
if (Player::GetModelTypeFromTextureId(player->getCustomSkin()) == 1 || Player::GetModelTypeFromAnimBitmask(player->getAnimOverrideBitmask()) == 1) resModel = humanoidModelWide;
else if (Player::GetModelTypeFromTextureId(player->getCustomSkin()) == 2 || Player::GetModelTypeFromAnimBitmask(player->getAnimOverrideBitmask()) == 2) resModel = humanoidModelSlim;
else resModel = humanoidModel;
}
unsigned int PlayerRenderer::getNametagColour(int index)
@@ -87,6 +92,7 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
{
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> player = dynamic_pointer_cast<Player>(_player);
setModelType(player);
// 4J-PB - need to disable rendering armour for some special skins (Daleks)
unsigned int uiAnimOverrideBitmask = player->getAnimOverrideBitmask();
@@ -116,9 +122,9 @@ int PlayerRenderer::prepareArmor(shared_ptr<LivingEntity> _player, int layer, fl
armor->leg1->visible = layer == 2 || layer == 3;
setArmor(armor);
if (armor != nullptr) armor->attackTime = model->attackTime;
if (armor != nullptr) armor->riding = model->riding;
if (armor != nullptr) armor->young = model->young;
if (armor != nullptr) armor->attackTime = resModel->attackTime;
if (armor != nullptr) armor->riding = resModel->riding;
if (armor != nullptr) armor->young = resModel->young;
float brightness = SharedConstants::TEXTURE_LIGHTING ? 1 : player->getBrightness(a);
if (armorItem->getMaterial() == ArmorItem::ArmorMaterial::CLOTH)
@@ -221,38 +227,12 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel* resModel = static_cast<HumanoidModel*>(model);
if (mob == nullptr) return;
if (mob->hasInvisiblePrivilege()) return;
if (mob != nullptr)
{
Textures* textures = Minecraft::GetInstance()->textures;
int skinId = mob->getPlayerDefaultSkin() - 1;
int defaultSkin = mob->getPlayerDefaultSkin() + 35;
if (slim[skinId] == true)
{
if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModelSlim);
else
resModel = static_cast<HumanoidModel*>(humanoidModelSlim);
}
else
{
if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModel);
else
resModel = static_cast<HumanoidModel*>(humanoidModel);
}
}
else
resModel = static_cast<HumanoidModel*>(model);
/*if (mob != nullptr && newHumanoidModelSlim != nullptr && (mob->getCustomSkin() >= 10 && mob->getCustomSkin() <= 18)) resModel = newHumanoidModelSlim;
else if (mob != nullptr && newHumanoidModel != nullptr && (mob->getCustomSkin() >= 2 && mob->getCustomSkin() <= 9)) resModel = newHumanoidModel;
else resModel = humanoidModel;*/
setModelType(mob);
setPlayerModelType(resModel);
shared_ptr<ItemInstance> item = mob->inventory->getSelected();
@@ -341,6 +321,12 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
armorParts2->idle = false;
}
// Get armor in armor slot so we can hide the armor layer of the skin - Langtanium
shared_ptr<ItemInstance> itemHelmet = mob->inventory->getArmor(3);
shared_ptr<ItemInstance> itemChestplate = mob->inventory->getArmor(2);
shared_ptr<ItemInstance> itemLeggings = mob->inventory->getArmor(1);
shared_ptr<ItemInstance> itemBoots = mob->inventory->getArmor(0);
// 4J-PB - any additional parts to turn on for this player (skin dependent)
vector<ModelPart*>* pAdditionalModelParts = mob->GetAdditionalModelParts();
//turn them on
@@ -348,7 +334,16 @@ void PlayerRenderer::render(shared_ptr<Entity> _mob, double x, double y, double
{
for (ModelPart* pModelPart : *pAdditionalModelParts)
{
pModelPart->visible = true;
if (itemHelmet != nullptr && pModelPart->hideWithArmor & (1 << 0)) // Hide the skin boxes that have the "hide when helmet is worn" bit flag - Langtanium
pModelPart->visible = false;
else if (itemChestplate != nullptr && pModelPart->hideWithArmor & (1 << 1)) // Hide the skin boxes that have the "hide when chestplate is worn" bit flag - Langtanium
pModelPart->visible = false;
else if (itemLeggings != nullptr && pModelPart->hideWithArmor & (1 << 2)) // Hide the skin boxes that have the "hide when leggings are worn" bit flag - Langtanium
pModelPart->visible = false;
else if (itemBoots != nullptr && pModelPart->hideWithArmor & (1 << 3)) // Hide the skin boxes that have the "hide when boots are worn" bit flag - Langtanium
pModelPart->visible = false;
else
pModelPart->visible = true;
}
}
@@ -379,35 +374,7 @@ void PlayerRenderer::additionalRendering(shared_ptr<LivingEntity> _mob, float a)
// 4J - dynamic cast required because we aren't using templates/generics in our version
shared_ptr<Player> mob = dynamic_pointer_cast<Player>(_mob);
HumanoidModel* resModel = static_cast<HumanoidModel*>(model);
if (mob != nullptr)
{
Textures* textures = Minecraft::GetInstance()->textures;
int skinId = mob->getPlayerDefaultSkin() - 1;
int defaultSkin = mob->getPlayerDefaultSkin() + 35;
if (slim[skinId] == true)
{
if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModelSlim);
else
resModel = static_cast<HumanoidModel*>(humanoidModelSlim);
}
else
{
if (textures->getHeight(mob->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModel);
else
resModel = static_cast<HumanoidModel*>(humanoidModel);
}
}
else
resModel = static_cast<HumanoidModel*>(model);
/*if (mob != nullptr && newHumanoidModelSlim != nullptr && (mob->getCustomSkin() >= 10 && mob->getCustomSkin() <= 18)) resModel = newHumanoidModelSlim;
else if (mob != nullptr && newHumanoidModel != nullptr && (mob->getCustomSkin() >= 2 && mob->getCustomSkin() <= 9)) resModel = newHumanoidModel;
else resModel = humanoidModel;*/
setModelType(mob);
shared_ptr<ItemInstance> headGear = mob->inventory->getArmor(3);
if (headGear != nullptr)
@@ -741,35 +708,7 @@ void PlayerRenderer::scale(shared_ptr<LivingEntity> player, float a)
void PlayerRenderer::renderHand()
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(Minecraft::GetInstance()->player);
HumanoidModel* resModel = static_cast<HumanoidModel*>(model);
if (player != nullptr)
{
Textures* textures = Minecraft::GetInstance()->textures;
int skinId = player->getPlayerDefaultSkin() - 1;
int defaultSkin = player->getPlayerDefaultSkin() + 35;
if (slim[skinId] == true)
{
if (textures->getHeight(player->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModelSlim);
else
resModel = static_cast<HumanoidModel*>(humanoidModelSlim);
}
else
{
if (textures->getHeight(player->customTextureUrl, defaultSkin) == 64)
resModel = static_cast<HumanoidModel*>(newHumanoidModel);
else
resModel = static_cast<HumanoidModel*>(humanoidModel);
}
}
else
resModel = static_cast<HumanoidModel*>(model);
/*if (player != nullptr && newHumanoidModelSlim != nullptr && (player->getCustomSkin() >= 10 && player->getCustomSkin() <= 18)) resModel = newHumanoidModelSlim;
else if (player != nullptr && newHumanoidModel != nullptr && (player->getCustomSkin() >= 2 && player->getCustomSkin() <= 9)) resModel = newHumanoidModel;
else resModel = humanoidModel;*/
setModelType(player);
float brightness = 1;
glColor3f(brightness, brightness, brightness);
@@ -781,9 +720,12 @@ void PlayerRenderer::renderHand()
// 4J-PB - does this skin have its arm0 disabled? (Dalek, etc)
if ((resModel->m_uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DisableRenderArm0)) == 0)
resModel->arm0->render(1 / 16.0f, true);
// Does this skin have its sleeve0 disabled?
if ((resModel->m_uiAnimOverrideBitmask & (1 << HumanoidModel::eAnim_DisableRenderSleeve0)) == 0 && resModel->sleeve0 != nullptr)
resModel->sleeve0->render(1 / 16.0f, true);
//Render custom skin boxes on viewmodel - Botch
vector<ModelPart*>* additionalModelParts = Minecraft::GetInstance()->player->GetAdditionalModelParts();
vector<ModelPart*>* additionalModelParts = player->GetAdditionalModelParts();
if (!additionalModelParts) return; //If there are no custom boxes, return. This fixes bug where the game will crash if you select a skin with no additional boxes.
vector<ModelPart*> armchildren = resModel->arm0->children;
std::unordered_set<ModelPart*> additionalModelPartSet(additionalModelParts->begin(), additionalModelParts->end());
@@ -801,6 +743,25 @@ void PlayerRenderer::renderHand()
}
}
}
//Render custom skin boxes on viewmodel for sleeve0
if (resModel->sleeve0!=nullptr)
{
vector<ModelPart*> sleevechildren = resModel->sleeve0->children;
for (const auto& x : sleevechildren) {
if (x) {
if (additionalModelPartSet.find(x) != additionalModelPartSet.end()) { //This is to verify box is still actually on current skin
glPushMatrix();
//We need to transform to match offset of arm/sleeve
glTranslatef(-5 * 0.0625f, 2 * 0.0625f, 0);
glRotatef(0.1 * (180.0f / PI), 0, 0, 1);
x->visible = true;
x->render(1.0f / 16.0f, true);
x->visible = false;
glPopMatrix();
}
}
}
}
}
void PlayerRenderer::setupPosition(shared_ptr<LivingEntity> _mob, double x, double y, double z)
@@ -857,7 +818,7 @@ void PlayerRenderer::setupRotations(shared_ptr<LivingEntity> _mob, float bob, fl
}
}
else
else
{
LivingEntityRenderer::setupRotations(mob, bob, bodyRot, a);
}