Added capes (needs improvement)

This commit is contained in:
mschiller890
2026-03-13 23:56:49 +01:00
parent 0db3a547c7
commit 97daa795fb
5 changed files with 277 additions and 21 deletions

View File

@@ -107,64 +107,74 @@ static std::string extractJsonString(const std::string& json, const std::string&
return json.substr(pos, end - pos);
}
static std::string getSkinUrlForUsername(const std::string& username) {
static std::string getTextureUrlForUsername(const std::string& username, const std::string& textureKey) {
if (username.empty()) {
LOGI("[Skin] username empty\n");
LOGI("[%s] username empty\n", textureKey.c_str());
return "";
}
LOGI("[Skin] resolving UUID for user '%s'...\n", username.c_str());
LOGI("[%s] resolving UUID for user '%s'...\n", textureKey.c_str(), username.c_str());
std::vector<unsigned char> body;
std::string apiUrl = "http://api.mojang.com/users/profiles/minecraft/" + username;
if (!HttpClient::download(apiUrl, body)) {
LOGW("[Skin] failed to download UUID for %s\n", username.c_str());
LOGW("[%s] failed to download UUID for %s\n", textureKey.c_str(), username.c_str());
return "";
}
std::string response(body.begin(), body.end());
std::string uuid = extractJsonString(response, "id");
if (uuid.empty()) {
LOGW("[Skin] no UUID found in Mojang response for %s\n", username.c_str());
LOGW("[%s] no UUID found in Mojang response for %s\n", textureKey.c_str(), username.c_str());
return "";
}
LOGI("[Skin] UUID=%s for user %s\n", uuid.c_str(), username.c_str());
LOGI("[%s] UUID=%s for user %s\n", textureKey.c_str(), uuid.c_str(), username.c_str());
std::string profileUrl = "http://sessionserver.mojang.com/session/minecraft/profile/" + uuid;
if (!HttpClient::download(profileUrl, body)) {
LOGW("[Skin] failed to download profile for UUID %s\n", uuid.c_str());
LOGW("[%s] failed to download profile for UUID %s\n", textureKey.c_str(), uuid.c_str());
return "";
}
response.assign(body.begin(), body.end());
std::string encoded = extractJsonString(response, "value");
if (encoded.empty()) {
LOGW("[Skin] no value field in profile response for UUID %s\n", uuid.c_str());
LOGW("[%s] no value field in profile response for UUID %s\n", textureKey.c_str(), uuid.c_str());
return "";
}
std::string decoded = base64Decode(encoded);
size_t skinPos = decoded.find("\"SKIN\"");
if (skinPos == std::string::npos) {
LOGW("[Skin] no SKIN entry in decoded profile for UUID %s\n", uuid.c_str());
std::string searchKey = "\"" + textureKey + "\"";
size_t texturePos = decoded.find(searchKey);
if (texturePos == std::string::npos) {
LOGW("[%s] no %s entry in decoded profile for UUID %s\n", textureKey.c_str(), textureKey.c_str(), uuid.c_str());
return "";
}
size_t urlPos = decoded.find("\"url\"", skinPos);
size_t urlPos = decoded.find("\"url\"", texturePos);
if (urlPos == std::string::npos) {
LOGW("[Skin] no url field under SKIN for UUID %s\n", uuid.c_str());
LOGW("[%s] no url field under %s for UUID %s\n", textureKey.c_str(), textureKey.c_str(), uuid.c_str());
return "";
}
// extract the URL value from the substring starting at urlPos
std::string urlFragment = decoded.substr(urlPos);
std::string skinUrl = extractJsonString(urlFragment, "url");
if (skinUrl.empty()) {
LOGW("[Skin] failed to parse skin URL for UUID %s\n", uuid.c_str());
std::string textureUrl = extractJsonString(urlFragment, "url");
if (textureUrl.empty()) {
LOGW("[%s] failed to parse %s URL for UUID %s\n", textureKey.c_str(), textureKey.c_str(), uuid.c_str());
return "";
}
LOGI("[Skin] skin URL for %s: %s\n", username.c_str(), skinUrl.c_str());
return skinUrl;
LOGI("[%s] %s URL for %s: %s\n", textureKey.c_str(), textureKey.c_str(), username.c_str(), textureUrl.c_str());
return textureUrl;
}
static std::string getSkinUrlForUsername(const std::string& username) {
return getTextureUrlForUsername(username, "SKIN");
}
static std::string getCapeUrlForUsername(const std::string& username) {
return getTextureUrlForUsername(username, "CAPE");
}
static bool ensureDirectoryExists(const std::string& path) {
@@ -235,6 +245,51 @@ static void* fetchSkinForPlayer(void* param) {
return NULL;
}
static void* fetchCapeForPlayer(void* param) {
LocalPlayer* player = (LocalPlayer*)param;
if (!player) return NULL;
LOGI("[Cape] starting cape download for %s\n", player->name.c_str());
const std::string cacheDir = "data/images/capes";
if (!ensureDirectoryExists(cacheDir)) {
LOGW("[Cape] failed to create cache directory %s\n", cacheDir.c_str());
}
std::string cacheFile = cacheDir + "/" + player->name + ".png";
if (fileExists(cacheFile)) {
LOGI("[Cape] using cached cape for %s\n", player->name.c_str());
player->setCapeTextureName("capes/" + player->name + ".png");
return NULL;
}
std::string capeUrl = getCapeUrlForUsername(player->name);
if (capeUrl.empty()) {
LOGW("[Cape] cape URL lookup failed for %s\n", player->name.c_str());
return NULL;
}
LOGI("[Cape] downloading cape from %s\n", capeUrl.c_str());
std::vector<unsigned char> capeData;
if (!HttpClient::download(capeUrl, capeData) || capeData.empty()) {
LOGW("[Cape] download failed for %s\n", capeUrl.c_str());
return NULL;
}
// Save to cache
FILE* fp = fopen(cacheFile.c_str(), "wb");
if (fp) {
fwrite(capeData.data(), 1, capeData.size(), fp);
fclose(fp);
LOGI("[Cape] cached cape to %s\n", cacheFile.c_str());
} else {
LOGW("[Cape] failed to write cape cache %s\n", cacheFile.c_str());
}
player->setCapeTextureName("capes/" + player->name + ".png");
return NULL;
}
//@note: doesn't work completely, since it doesn't care about stairs rotation
static bool isJumpable(int tileId) {
return tileId != Tile::fence->id
@@ -265,8 +320,9 @@ LocalPlayer::LocalPlayer(Minecraft* minecraft, Level* level, User* user, int dim
if (user != NULL && !user->name.empty()) {
this->name = user->name;
// Fetch user skin from Mojang servers in the background (avoids blocking the main thread)
// Fetch user skin and cape from Mojang servers in the background (avoids blocking the main thread)
new CThread(fetchSkinForPlayer, this);
new CThread(fetchCapeForPlayer, this);
}
}

View File

@@ -2,6 +2,7 @@
#include "EntityRenderDispatcher.h"
#include "../ItemInHandRenderer.h"
#include "../TileRenderer.h"
#include "../Tesselator.h"
#include "../../model/HumanoidModel.h"
#include "../../../world/level/tile/Tile.h"
#include "../../../world/entity/player/Player.h"
@@ -12,7 +13,9 @@
HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel* humanoidModel, float shadow)
: super(humanoidModel, shadow),
humanoidModel(humanoidModel)
humanoidModel(humanoidModel),
lastCapeXRot(0),
lastCapeZRot(0)
{
}
@@ -68,6 +71,143 @@ void HumanoidMobRenderer::additionalRendering(Mob* mob, float a) {
entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item);
glPopMatrix2();
}
// Render player cape if available
{
Player* player = dynamic_cast<Player*>(mob);
if (player) {
const std::string capeTex = player->getCapeTexture();
if (!capeTex.empty()) {
bindTexture(capeTex);
glPushMatrix2();
// Attach to player body
humanoidModel->body.translateTo(1 / 16.0f);
// Convert model units (pixels) to world units
glScalef2(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
// Position cape slightly down and behind the shoulders
glTranslatef2(0.0f, 1.0f, 2.0f);
// Java-like cape physics (interpolated inertia + body motion)
float pt = a;
double capeX = player->getCapePrevX() + (player->getCapeX() - player->getCapePrevX()) * pt;
double capeY = player->getCapePrevY() + (player->getCapeY() - player->getCapePrevY()) * pt;
double capeZ = player->getCapePrevZ() + (player->getCapeZ() - player->getCapePrevZ()) * pt;
double px = player->xo + (player->x - player->xo) * pt;
double py = player->yo + (player->y - player->yo) * pt;
double pz = player->zo + (player->z - player->zo) * pt;
double dx = capeX - px;
double dy = capeY - py;
double dz = capeZ - pz;
float bodyYaw = player->yBodyRotO + (player->yBodyRot - player->yBodyRotO) * pt;
float rad = bodyYaw * Mth::PI / 180.0f;
double sinYaw = Mth::sin(rad);
double cosYaw = -Mth::cos(rad);
float forward = (float)(dx * sinYaw + dz * cosYaw) * 100.0f;
float sideways = (float)(dx * cosYaw - dz * sinYaw) * 100.0f;
if (forward < 0.0f) forward = 0.0f;
float lift = (float)dy * 10.0f;
if (lift < -6.0f) lift = -6.0f;
if (lift > 32.0f) lift = 32.0f;
float walk =
Mth::sin((player->walkAnimPos + player->walkAnimSpeed) * 6.0f) *
32.0f *
player->walkAnimSpeed;
float capeXRot = 6.0f + forward / 2.0f + lift + walk;
float capeZRot = sideways / 2.0f;
// Smooth out jitter by lerping from the previous frame
const float smooth = 0.3f;
capeXRot = lastCapeXRot + (capeXRot - lastCapeXRot) * smooth;
capeZRot = lastCapeZRot + (capeZRot - lastCapeZRot) * smooth;
lastCapeXRot = capeXRot;
lastCapeZRot = capeZRot;
glRotatef2(capeXRot, 1.0f, 0.0f, 0.0f);
glRotatef2(capeZRot, 0.0f, 0.0f, 1.0f);
Tesselator& t = Tesselator::instance;
t.begin();
// UV coordinates (64x32 skin layout)
const float u0 = 1.0f / 64.0f;
const float u1 = 11.0f / 64.0f;
const float u2 = 12.0f / 64.0f;
const float u3 = 22.0f / 64.0f;
const float uL0 = 0.0f / 64.0f;
const float uL1 = 1.0f / 64.0f;
const float uR0 = 11.0f / 64.0f;
const float uR1 = 12.0f / 64.0f;
const float v0 = 0.0f / 32.0f;
const float v1 = 1.0f / 32.0f;
const float vTop = 1.0f / 32.0f;
const float vBottom = 17.0f / 32.0f;
// Cape size (10x16x1 pixels)
const float halfW = 5.0f;
const float height = 16.0f;
const float depth = 1.0f;
// Front
t.tex(u0, vTop); t.vertex(-halfW, 0.0f, 0.0f);
t.tex(u1, vTop); t.vertex(halfW, 0.0f, 0.0f);
t.tex(u1, vBottom); t.vertex(halfW, height, 0.0f);
t.tex(u0, vBottom); t.vertex(-halfW, height, 0.0f);
// Back
t.tex(u2, vTop); t.vertex(halfW, 0.0f, depth);
t.tex(u3, vTop); t.vertex(-halfW, 0.0f, depth);
t.tex(u3, vBottom); t.vertex(-halfW, height, depth);
t.tex(u2, vBottom); t.vertex(halfW, height, depth);
// Left
t.tex(uL0, vTop); t.vertex(-halfW, 0.0f, depth);
t.tex(uL1, vTop); t.vertex(-halfW, 0.0f, 0.0f);
t.tex(uL1, vBottom); t.vertex(-halfW, height, 0.0f);
t.tex(uL0, vBottom); t.vertex(-halfW, height, depth);
// Right
t.tex(uR0, vTop); t.vertex(halfW, 0.0f, 0.0f);
t.tex(uR1, vTop); t.vertex(halfW, 0.0f, depth);
t.tex(uR1, vBottom); t.vertex(halfW, height, depth);
t.tex(uR0, vBottom); t.vertex(halfW, height, 0.0f);
// Top
t.tex(u0, v0); t.vertex(-halfW, 0.0f, depth);
t.tex(u1, v0); t.vertex(halfW, 0.0f, depth);
t.tex(u1, v1); t.vertex(halfW, 0.0f, 0.0f);
t.tex(u0, v1); t.vertex(-halfW, 0.0f, 0.0f);
// Bottom
t.tex(u2, v0); t.vertex(halfW, height, 0.0f);
t.tex(u3, v0); t.vertex(-halfW, height, 0.0f);
t.tex(u3, v1); t.vertex(-halfW, height, depth);
t.tex(u2, v1); t.vertex(halfW, height, depth);
t.draw();
glPopMatrix2();
}
}
}
}
void HumanoidMobRenderer::render( Entity* mob_, float x, float y, float z, float rot, float a ) {

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@@ -21,6 +21,10 @@ protected:
private:
HumanoidModel* humanoidModel;
// Last rotation values for cape smoothing (reduces jitter)
float lastCapeXRot;
float lastCapeZRot;
};
#endif /*NET_MINECRAFT_CLIENT_RENDERER_ENTITY__HumanoidMobRenderer_H__*/

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@@ -29,6 +29,7 @@ Mob::Mob(Level* level)
invulnerableDuration(20),
//hasHair(false),
textureName("mob/char.png"),
capeTextureName(""),
allowAlpha(true),
modelName(""),
bobStrength(1),
@@ -82,6 +83,15 @@ Mob::Mob(Level* level)
yRot = (float) (Mth::random() * Mth::PI * 2);
this->footSize = 0.5f;
// Initialize cape inertia positions
xCape = x;
yCape = y;
zCape = z;
xc = xCape;
yc = yCape;
zc = zCape;
}
Mob::~Mob() {
@@ -115,6 +125,16 @@ void Mob::setTextureName(const std::string& name)
textureName = name;
}
std::string Mob::getCapeTexture()
{
return capeTextureName;
}
void Mob::setCapeTextureName(const std::string& name)
{
capeTextureName = name;
}
bool Mob::isPickable()
{
return !removed;
@@ -274,6 +294,10 @@ void Mob::superTick()
void Mob::tick()
{
xc = xCape;
yc = yCape;
zc = zCape;
super::tick();
if (arrowCount > 0) {
@@ -378,6 +402,18 @@ void Mob::tick()
while (xRot - xRotO >= 180)
xRotO += 360;
animStep += walkSpeed;
// Reduce jitter by using a smaller interpolation factor (more lag, smoother motion)
double dxCape = x - xCape;
double dyCape = y - yCape;
double dzCape = z - zCape;
const double interp = 0.15; // small value for smoother cape motion
const double interpY = 0.12; // extra smoothing on vertical movement
xCape += dxCape * interp;
yCape += dyCape * interpY;
zCape += dzCape * interp;
}
void Mob::setSize( float w, float h )

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@@ -44,9 +44,14 @@ public:
virtual std::string getTexture();
virtual void setTextureName(const std::string& name);
virtual bool isAlive();
// Optional player cape texture (non-null on clients when available)
virtual std::string getCapeTexture();
virtual void setCapeTextureName(const std::string& name);
virtual bool isAlive();
virtual bool isPickable();
virtual bool isPushable();
virtual bool isShootable();
MoveControl* getMoveControl();
@@ -213,7 +218,22 @@ protected:
float walkingSpeed;
float flyingSpeed;
// 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;