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https://gitea.sffempire.ru/Kolyah35/minecraft-pe-0.6.1.git
synced 2026-03-19 22:43:32 +00:00
Skin layers added
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@@ -10,8 +10,8 @@ HumanoidModel::HumanoidModel( float g /*= 0*/, float yOffset /*= 0*/, int texW /
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sneaking(false),
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bowAndArrow(false),
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head(0, 0),
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hair(32, 0),
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//ear (24, 0),
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//hair(32, 0),
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body(16, 16),
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arm0(24 + 16, 16),
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arm1(24 + 16, 16),
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@@ -22,19 +22,28 @@ HumanoidModel::HumanoidModel( float g /*= 0*/, float yOffset /*= 0*/, int texW /
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texHeight = texH;
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head.setModel(this);
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hair.setModel(this);
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body.setModel(this);
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arm0.setModel(this);
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arm1.setModel(this);
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leg0.setModel(this);
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leg1.setModel(this);
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// If the texture is 64x64, use the modern skin layout for arms/legs and add overlay layers.
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bool modernSkin = (texWidth == 64 && texHeight == 64);
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if (modernSkin) {
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// Left arm and left leg are located in the bottom half of a 64x64 skin.
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arm1.texOffs(32, 48);
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leg1.texOffs(16, 48);
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}
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head.addBox(-4, -8, -4, 8, 8, 8, g); // Head
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head.setPos(0, 0 + yOffset, 0);
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//ear.addBox(-3, -6, -1, 6, 6, 1, g); // Ear
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//hair.addBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Head
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// hair.setPos(0, 0 + yOffset, 0);
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if (modernSkin) {
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hair.addBox(-4, -8, -4, 8, 8, 8, g + 0.5f); // Outer head layer (hat)
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hair.setPos(0, 0 + yOffset, 0);
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}
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body.addBox(-4, 0, -2, 8, 12, 4, g); // Body
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body.setPos(0, 0 + yOffset, 0);
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@@ -52,6 +61,24 @@ HumanoidModel::HumanoidModel( float g /*= 0*/, float yOffset /*= 0*/, int texW /
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leg1.mirror = true;
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leg1.addBox(-2, 0, -2, 4, 12, 4, g); // Leg1
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leg1.setPos(2, 12 + yOffset, 0);
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if (modernSkin) {
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// Overlay layers for 64x64 skins (same geometry, different texture regions)
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body.texOffs(16, 32);
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body.addBox(-4, 0, -2, 8, 12, 4, g + 0.5f);
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arm0.texOffs(40, 32);
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arm0.addBox(-3, -2, -2, 4, 12, 4, g + 0.5f);
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arm1.texOffs(48, 48);
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arm1.addBox(-1, -2, -2, 4, 12, 4, g + 0.5f);
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leg0.texOffs(0, 32);
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leg0.addBox(-2, 0, -2, 4, 12, 4, g + 0.5f);
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leg1.texOffs(0, 48);
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leg1.addBox(-2, 0, -2, 4, 12, 4, g + 0.5f);
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}
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}
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void HumanoidModel::render(Entity* e, float time, float r, float bob, float yRot, float xRot, float scale )
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@@ -71,14 +98,24 @@ void HumanoidModel::render(Entity* e, float time, float r, float bob, float yRot
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setupAnim(time, r, bob, yRot, xRot, scale);
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// Sync overlay with head rotation/position
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if (texWidth == 64 && texHeight == 64) {
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hair.xRot = head.xRot;
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hair.yRot = head.yRot;
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hair.zRot = head.zRot;
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hair.y = head.y;
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}
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head.render(scale);
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if (texWidth == 64 && texHeight == 64) {
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hair.render(scale);
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}
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body.render(scale);
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arm0.render(scale);
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arm1.render(scale);
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leg0.render(scale);
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leg1.render(scale);
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bowAndArrow = false;
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//hair.render(scale);
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}
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void HumanoidModel::render( HumanoidModel* model, float scale )
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@@ -86,8 +123,12 @@ void HumanoidModel::render( HumanoidModel* model, float scale )
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head.yRot = model->head.yRot;
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head.y = model->head.y;
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head.xRot = model->head.xRot;
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//hair.yRot = head.yRot;
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//hair.xRot = head.xRot;
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if (texWidth == 64 && texHeight == 64) {
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hair.yRot = head.yRot;
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hair.xRot = head.xRot;
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hair.zRot = head.zRot;
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hair.y = head.y;
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}
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arm0.xRot = model->arm0.xRot;
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arm0.zRot = model->arm0.zRot;
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@@ -99,12 +140,14 @@ void HumanoidModel::render( HumanoidModel* model, float scale )
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leg1.xRot = model->leg1.xRot;
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head.render(scale);
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if (texWidth == 64 && texHeight == 64) {
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hair.render(scale);
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}
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body.render(scale);
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arm0.render(scale);
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arm1.render(scale);
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leg0.render(scale);
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leg1.render(scale);
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//hair.render(scale);
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}
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void HumanoidModel::renderHorrible( float time, float r, float bob, float yRot, float xRot, float scale )
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@@ -18,7 +18,7 @@ HumanoidModel(float g = 0, float yOffset = 0, int texW = 64, int texH = 32);
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void renderHorrible(float time, float r, float bob, float yRot, float xRot, float scale);
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void onGraphicsReset();
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ModelPart head, /*hair,*/ body, arm0, arm1, leg0, leg1;//, ear;
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ModelPart head, hair, body, arm0, arm1, leg0, leg1;//, ear;
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bool holdingLeftHand;
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bool holdingRightHand;
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bool sneaking;
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@@ -354,7 +354,7 @@ void ItemInHandRenderer::render( float a )
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glRotatef2(-swing3 * 20, 0, 0, 1);
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// glRotatef2(-swing2 * 80, 1, 0, 0);
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mc->textures->loadAndBindTexture("mob/char.png");
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mc->textures->loadAndBindTexture(player->getTexture());
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glTranslatef2(-1.0f, +3.6f, +3.5f);
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glRotatef2(120, 0, 0, 1);
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glRotatef2(180 + 20, 1, 0, 0);
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