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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.2 kB · 75 lines
C++
at master
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576#include "stdafx.h"#include "..\Minecraft.World\Mth.h"#include "BlazeModel.h"#include "ModelPart.h"
BlazeModel::BlazeModel() : Model(){ upperBodyParts = ModelPartArray(12);
for (unsigned int i = 0; i < upperBodyParts.length; i++) { upperBodyParts[i] = new ModelPart(this, 0, 16); upperBodyParts[i]->addBox(0, 0, 0, 2, 8, 2); }
head = new ModelPart(this, 0, 0); head->addBox(-4, -4, -4, 8, 8, 8);
// 4J added - compile now to avoid random performance hit first time cubes are rendered // 4J Stu - Not just performance, but alpha+depth tests don't work right unless we compile here for (unsigned int i = 0; i < upperBodyParts.length; i++) { upperBodyParts[i]->compile(1.0f/16.0f); } head->compile(1.0f/16.0f);}
int BlazeModel::modelVersion() { return 8;}
void BlazeModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled) { setupAnim(time, r, bob, yRot, xRot, scale, entity);
head->render(scale, usecompiled); for (unsigned int i = 0; i < upperBodyParts.length; i++) { upperBodyParts[i]->render(scale, usecompiled); }}
void BlazeModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim) { float angle = bob * PI * -.1f; for (int i = 0; i < 4; i++) { upperBodyParts[i]->y = -2 + Mth::cos((i * 2 + bob) * .25f); upperBodyParts[i]->x = Mth::cos(angle) * 9.0f; upperBodyParts[i]->z = Mth::sin(angle) * 9.0f; angle += PI * 0.5f; } angle = .25f * PI + bob * PI * .03f; for (int i = 4; i < 8; i++) { upperBodyParts[i]->y = 2 + Mth::cos((i * 2 + bob) * .25f); upperBodyParts[i]->x = Mth::cos(angle) * 7.0f; upperBodyParts[i]->z = Mth::sin(angle) * 7.0f; angle += PI * 0.5f; }
angle = .15f * PI + bob * PI * -.05f; for (int i = 8; i < 12; i++) { upperBodyParts[i]->y = 11 + Mth::cos((i * 1.5f + bob) * .5f); upperBodyParts[i]->x = Mth::cos(angle) * 5.0f; upperBodyParts[i]->z = Mth::sin(angle) * 5.0f; angle += PI * 0.5f; }
head->yRot = yRot / (float) (180 / PI); head->xRot = xRot / (float) (180 / PI);}