mirror of
https://gitea.sffempire.ru/Kolyah35/minecraft-pe-0.6.1.git
synced 2026-03-19 22:43:32 +00:00
Added capes (needs improvement)
This commit is contained in:
@@ -107,64 +107,74 @@ static std::string extractJsonString(const std::string& json, const std::string&
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return json.substr(pos, end - pos);
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}
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static std::string getSkinUrlForUsername(const std::string& username) {
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static std::string getTextureUrlForUsername(const std::string& username, const std::string& textureKey) {
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if (username.empty()) {
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LOGI("[Skin] username empty\n");
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LOGI("[%s] username empty\n", textureKey.c_str());
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return "";
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}
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LOGI("[Skin] resolving UUID for user '%s'...\n", username.c_str());
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LOGI("[%s] resolving UUID for user '%s'...\n", textureKey.c_str(), username.c_str());
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std::vector<unsigned char> body;
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std::string apiUrl = "http://api.mojang.com/users/profiles/minecraft/" + username;
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if (!HttpClient::download(apiUrl, body)) {
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LOGW("[Skin] failed to download UUID for %s\n", username.c_str());
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LOGW("[%s] failed to download UUID for %s\n", textureKey.c_str(), username.c_str());
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return "";
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}
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std::string response(body.begin(), body.end());
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std::string uuid = extractJsonString(response, "id");
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if (uuid.empty()) {
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LOGW("[Skin] no UUID found in Mojang response for %s\n", username.c_str());
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LOGW("[%s] no UUID found in Mojang response for %s\n", textureKey.c_str(), username.c_str());
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return "";
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}
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LOGI("[Skin] UUID=%s for user %s\n", uuid.c_str(), username.c_str());
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LOGI("[%s] UUID=%s for user %s\n", textureKey.c_str(), uuid.c_str(), username.c_str());
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std::string profileUrl = "http://sessionserver.mojang.com/session/minecraft/profile/" + uuid;
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if (!HttpClient::download(profileUrl, body)) {
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LOGW("[Skin] failed to download profile for UUID %s\n", uuid.c_str());
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LOGW("[%s] failed to download profile for UUID %s\n", textureKey.c_str(), uuid.c_str());
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return "";
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}
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response.assign(body.begin(), body.end());
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std::string encoded = extractJsonString(response, "value");
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if (encoded.empty()) {
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LOGW("[Skin] no value field in profile response for UUID %s\n", uuid.c_str());
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LOGW("[%s] no value field in profile response for UUID %s\n", textureKey.c_str(), uuid.c_str());
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return "";
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}
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std::string decoded = base64Decode(encoded);
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size_t skinPos = decoded.find("\"SKIN\"");
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if (skinPos == std::string::npos) {
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LOGW("[Skin] no SKIN entry in decoded profile for UUID %s\n", uuid.c_str());
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std::string searchKey = "\"" + textureKey + "\"";
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size_t texturePos = decoded.find(searchKey);
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if (texturePos == std::string::npos) {
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LOGW("[%s] no %s entry in decoded profile for UUID %s\n", textureKey.c_str(), textureKey.c_str(), uuid.c_str());
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return "";
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}
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size_t urlPos = decoded.find("\"url\"", skinPos);
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size_t urlPos = decoded.find("\"url\"", texturePos);
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if (urlPos == std::string::npos) {
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LOGW("[Skin] no url field under SKIN for UUID %s\n", uuid.c_str());
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LOGW("[%s] no url field under %s for UUID %s\n", textureKey.c_str(), textureKey.c_str(), uuid.c_str());
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return "";
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}
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// extract the URL value from the substring starting at urlPos
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std::string urlFragment = decoded.substr(urlPos);
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std::string skinUrl = extractJsonString(urlFragment, "url");
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if (skinUrl.empty()) {
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LOGW("[Skin] failed to parse skin URL for UUID %s\n", uuid.c_str());
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std::string textureUrl = extractJsonString(urlFragment, "url");
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if (textureUrl.empty()) {
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LOGW("[%s] failed to parse %s URL for UUID %s\n", textureKey.c_str(), textureKey.c_str(), uuid.c_str());
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return "";
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}
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LOGI("[Skin] skin URL for %s: %s\n", username.c_str(), skinUrl.c_str());
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return skinUrl;
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LOGI("[%s] %s URL for %s: %s\n", textureKey.c_str(), textureKey.c_str(), username.c_str(), textureUrl.c_str());
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return textureUrl;
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}
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static std::string getSkinUrlForUsername(const std::string& username) {
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return getTextureUrlForUsername(username, "SKIN");
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}
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static std::string getCapeUrlForUsername(const std::string& username) {
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return getTextureUrlForUsername(username, "CAPE");
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}
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static bool ensureDirectoryExists(const std::string& path) {
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@@ -235,6 +245,51 @@ static void* fetchSkinForPlayer(void* param) {
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return NULL;
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}
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static void* fetchCapeForPlayer(void* param) {
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LocalPlayer* player = (LocalPlayer*)param;
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if (!player) return NULL;
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LOGI("[Cape] starting cape download for %s\n", player->name.c_str());
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const std::string cacheDir = "data/images/capes";
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if (!ensureDirectoryExists(cacheDir)) {
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LOGW("[Cape] failed to create cache directory %s\n", cacheDir.c_str());
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}
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std::string cacheFile = cacheDir + "/" + player->name + ".png";
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if (fileExists(cacheFile)) {
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LOGI("[Cape] using cached cape for %s\n", player->name.c_str());
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player->setCapeTextureName("capes/" + player->name + ".png");
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return NULL;
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}
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std::string capeUrl = getCapeUrlForUsername(player->name);
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if (capeUrl.empty()) {
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LOGW("[Cape] cape URL lookup failed for %s\n", player->name.c_str());
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return NULL;
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}
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LOGI("[Cape] downloading cape from %s\n", capeUrl.c_str());
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std::vector<unsigned char> capeData;
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if (!HttpClient::download(capeUrl, capeData) || capeData.empty()) {
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LOGW("[Cape] download failed for %s\n", capeUrl.c_str());
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return NULL;
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}
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// Save to cache
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FILE* fp = fopen(cacheFile.c_str(), "wb");
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if (fp) {
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fwrite(capeData.data(), 1, capeData.size(), fp);
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fclose(fp);
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LOGI("[Cape] cached cape to %s\n", cacheFile.c_str());
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} else {
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LOGW("[Cape] failed to write cape cache %s\n", cacheFile.c_str());
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}
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player->setCapeTextureName("capes/" + player->name + ".png");
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return NULL;
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}
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//@note: doesn't work completely, since it doesn't care about stairs rotation
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static bool isJumpable(int tileId) {
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return tileId != Tile::fence->id
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@@ -265,8 +320,9 @@ LocalPlayer::LocalPlayer(Minecraft* minecraft, Level* level, User* user, int dim
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if (user != NULL && !user->name.empty()) {
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this->name = user->name;
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// Fetch user skin from Mojang servers in the background (avoids blocking the main thread)
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// Fetch user skin and cape from Mojang servers in the background (avoids blocking the main thread)
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new CThread(fetchSkinForPlayer, this);
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new CThread(fetchCapeForPlayer, this);
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}
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}
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@@ -2,6 +2,7 @@
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#include "EntityRenderDispatcher.h"
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#include "../ItemInHandRenderer.h"
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#include "../TileRenderer.h"
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#include "../Tesselator.h"
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#include "../../model/HumanoidModel.h"
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#include "../../../world/level/tile/Tile.h"
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#include "../../../world/entity/player/Player.h"
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@@ -12,7 +13,9 @@
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HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel* humanoidModel, float shadow)
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: super(humanoidModel, shadow),
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humanoidModel(humanoidModel)
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humanoidModel(humanoidModel),
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lastCapeXRot(0),
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lastCapeZRot(0)
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{
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}
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@@ -68,6 +71,143 @@ void HumanoidMobRenderer::additionalRendering(Mob* mob, float a) {
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entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item);
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glPopMatrix2();
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}
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// Render player cape if available
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{
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Player* player = dynamic_cast<Player*>(mob);
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if (player) {
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const std::string capeTex = player->getCapeTexture();
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if (!capeTex.empty()) {
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bindTexture(capeTex);
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glPushMatrix2();
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// Attach to player body
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humanoidModel->body.translateTo(1 / 16.0f);
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// Convert model units (pixels) to world units
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glScalef2(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
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// Position cape slightly down and behind the shoulders
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glTranslatef2(0.0f, 1.0f, 2.0f);
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// Java-like cape physics (interpolated inertia + body motion)
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float pt = a;
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double capeX = player->getCapePrevX() + (player->getCapeX() - player->getCapePrevX()) * pt;
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double capeY = player->getCapePrevY() + (player->getCapeY() - player->getCapePrevY()) * pt;
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double capeZ = player->getCapePrevZ() + (player->getCapeZ() - player->getCapePrevZ()) * pt;
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double px = player->xo + (player->x - player->xo) * pt;
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double py = player->yo + (player->y - player->yo) * pt;
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double pz = player->zo + (player->z - player->zo) * pt;
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double dx = capeX - px;
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double dy = capeY - py;
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double dz = capeZ - pz;
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float bodyYaw = player->yBodyRotO + (player->yBodyRot - player->yBodyRotO) * pt;
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float rad = bodyYaw * Mth::PI / 180.0f;
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double sinYaw = Mth::sin(rad);
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double cosYaw = -Mth::cos(rad);
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float forward = (float)(dx * sinYaw + dz * cosYaw) * 100.0f;
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float sideways = (float)(dx * cosYaw - dz * sinYaw) * 100.0f;
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if (forward < 0.0f) forward = 0.0f;
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float lift = (float)dy * 10.0f;
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if (lift < -6.0f) lift = -6.0f;
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if (lift > 32.0f) lift = 32.0f;
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float walk =
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Mth::sin((player->walkAnimPos + player->walkAnimSpeed) * 6.0f) *
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32.0f *
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player->walkAnimSpeed;
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float capeXRot = 6.0f + forward / 2.0f + lift + walk;
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float capeZRot = sideways / 2.0f;
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// Smooth out jitter by lerping from the previous frame
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const float smooth = 0.3f;
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capeXRot = lastCapeXRot + (capeXRot - lastCapeXRot) * smooth;
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capeZRot = lastCapeZRot + (capeZRot - lastCapeZRot) * smooth;
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lastCapeXRot = capeXRot;
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lastCapeZRot = capeZRot;
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glRotatef2(capeXRot, 1.0f, 0.0f, 0.0f);
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glRotatef2(capeZRot, 0.0f, 0.0f, 1.0f);
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Tesselator& t = Tesselator::instance;
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t.begin();
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// UV coordinates (64x32 skin layout)
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const float u0 = 1.0f / 64.0f;
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const float u1 = 11.0f / 64.0f;
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const float u2 = 12.0f / 64.0f;
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const float u3 = 22.0f / 64.0f;
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const float uL0 = 0.0f / 64.0f;
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const float uL1 = 1.0f / 64.0f;
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const float uR0 = 11.0f / 64.0f;
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const float uR1 = 12.0f / 64.0f;
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const float v0 = 0.0f / 32.0f;
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const float v1 = 1.0f / 32.0f;
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const float vTop = 1.0f / 32.0f;
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const float vBottom = 17.0f / 32.0f;
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// Cape size (10x16x1 pixels)
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const float halfW = 5.0f;
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const float height = 16.0f;
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const float depth = 1.0f;
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// Front
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t.tex(u0, vTop); t.vertex(-halfW, 0.0f, 0.0f);
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t.tex(u1, vTop); t.vertex(halfW, 0.0f, 0.0f);
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t.tex(u1, vBottom); t.vertex(halfW, height, 0.0f);
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t.tex(u0, vBottom); t.vertex(-halfW, height, 0.0f);
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// Back
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t.tex(u2, vTop); t.vertex(halfW, 0.0f, depth);
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t.tex(u3, vTop); t.vertex(-halfW, 0.0f, depth);
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t.tex(u3, vBottom); t.vertex(-halfW, height, depth);
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t.tex(u2, vBottom); t.vertex(halfW, height, depth);
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// Left
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t.tex(uL0, vTop); t.vertex(-halfW, 0.0f, depth);
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t.tex(uL1, vTop); t.vertex(-halfW, 0.0f, 0.0f);
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t.tex(uL1, vBottom); t.vertex(-halfW, height, 0.0f);
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t.tex(uL0, vBottom); t.vertex(-halfW, height, depth);
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// Right
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t.tex(uR0, vTop); t.vertex(halfW, 0.0f, 0.0f);
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t.tex(uR1, vTop); t.vertex(halfW, 0.0f, depth);
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t.tex(uR1, vBottom); t.vertex(halfW, height, depth);
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t.tex(uR0, vBottom); t.vertex(halfW, height, 0.0f);
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// Top
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t.tex(u0, v0); t.vertex(-halfW, 0.0f, depth);
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t.tex(u1, v0); t.vertex(halfW, 0.0f, depth);
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t.tex(u1, v1); t.vertex(halfW, 0.0f, 0.0f);
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t.tex(u0, v1); t.vertex(-halfW, 0.0f, 0.0f);
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// Bottom
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t.tex(u2, v0); t.vertex(halfW, height, 0.0f);
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t.tex(u3, v0); t.vertex(-halfW, height, 0.0f);
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t.tex(u3, v1); t.vertex(-halfW, height, depth);
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t.tex(u2, v1); t.vertex(halfW, height, depth);
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t.draw();
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glPopMatrix2();
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}
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}
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}
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}
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void HumanoidMobRenderer::render( Entity* mob_, float x, float y, float z, float rot, float a ) {
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@@ -21,6 +21,10 @@ protected:
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private:
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HumanoidModel* humanoidModel;
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// Last rotation values for cape smoothing (reduces jitter)
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float lastCapeXRot;
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float lastCapeZRot;
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};
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#endif /*NET_MINECRAFT_CLIENT_RENDERER_ENTITY__HumanoidMobRenderer_H__*/
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@@ -29,6 +29,7 @@ Mob::Mob(Level* level)
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invulnerableDuration(20),
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//hasHair(false),
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textureName("mob/char.png"),
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capeTextureName(""),
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allowAlpha(true),
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modelName(""),
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bobStrength(1),
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@@ -82,6 +83,15 @@ Mob::Mob(Level* level)
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yRot = (float) (Mth::random() * Mth::PI * 2);
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this->footSize = 0.5f;
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// Initialize cape inertia positions
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xCape = x;
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yCape = y;
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zCape = z;
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xc = xCape;
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yc = yCape;
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zc = zCape;
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}
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Mob::~Mob() {
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@@ -115,6 +125,16 @@ void Mob::setTextureName(const std::string& name)
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textureName = name;
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}
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std::string Mob::getCapeTexture()
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{
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return capeTextureName;
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}
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void Mob::setCapeTextureName(const std::string& name)
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{
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capeTextureName = name;
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}
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bool Mob::isPickable()
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{
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return !removed;
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@@ -274,6 +294,10 @@ void Mob::superTick()
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void Mob::tick()
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{
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xc = xCape;
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yc = yCape;
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zc = zCape;
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super::tick();
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if (arrowCount > 0) {
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@@ -378,6 +402,18 @@ void Mob::tick()
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while (xRot - xRotO >= 180)
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xRotO += 360;
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animStep += walkSpeed;
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// Reduce jitter by using a smaller interpolation factor (more lag, smoother motion)
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double dxCape = x - xCape;
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double dyCape = y - yCape;
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double dzCape = z - zCape;
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const double interp = 0.15; // small value for smoother cape motion
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const double interpY = 0.12; // extra smoothing on vertical movement
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xCape += dxCape * interp;
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yCape += dyCape * interpY;
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zCape += dzCape * interp;
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}
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void Mob::setSize( float w, float h )
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@@ -44,9 +44,14 @@ public:
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virtual std::string getTexture();
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virtual void setTextureName(const std::string& name);
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virtual bool isAlive();
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// Optional player cape texture (non-null on clients when available)
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virtual std::string getCapeTexture();
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virtual void setCapeTextureName(const std::string& name);
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virtual bool isAlive();
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virtual bool isPickable();
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virtual bool isPushable();
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virtual bool isShootable();
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MoveControl* getMoveControl();
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@@ -213,7 +218,22 @@ protected:
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float walkingSpeed;
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float flyingSpeed;
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||||
// Cape inertia positions
|
||||
double xCape, yCape, zCape;
|
||||
double xc, yc, zc;
|
||||
|
||||
public:
|
||||
// Cape position accessors (for renderers)
|
||||
double getCapeX() const { return xCape; }
|
||||
double getCapeY() const { return yCape; }
|
||||
double getCapeZ() const { return zCape; }
|
||||
|
||||
double getCapePrevX() const { return xc; }
|
||||
double getCapePrevY() const { return yc; }
|
||||
double getCapePrevZ() const { return zc; }
|
||||
|
||||
std::string textureName;
|
||||
std::string capeTextureName;
|
||||
std::string modelName;
|
||||
int deathScore;
|
||||
float oRun, run;
|
||||
|
||||
Reference in New Issue
Block a user