the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "..\Minecraft.World\Mth.h"
3#include "BlazeModel.h"
4#include "ModelPart.h"
5
6BlazeModel::BlazeModel() : Model()
7{
8 upperBodyParts = ModelPartArray(12);
9
10 for (unsigned int i = 0; i < upperBodyParts.length; i++)
11 {
12 upperBodyParts[i] = new ModelPart(this, 0, 16);
13 upperBodyParts[i]->addBox(0, 0, 0, 2, 8, 2);
14 }
15
16 head = new ModelPart(this, 0, 0);
17 head->addBox(-4, -4, -4, 8, 8, 8);
18
19 // 4J added - compile now to avoid random performance hit first time cubes are rendered
20 // 4J Stu - Not just performance, but alpha+depth tests don't work right unless we compile here
21 for (unsigned int i = 0; i < upperBodyParts.length; i++)
22 {
23 upperBodyParts[i]->compile(1.0f/16.0f);
24 }
25 head->compile(1.0f/16.0f);
26}
27
28int BlazeModel::modelVersion()
29{
30 return 8;
31}
32
33void BlazeModel::render(shared_ptr<Entity> entity, float time, float r, float bob, float yRot, float xRot, float scale, bool usecompiled)
34{
35 setupAnim(time, r, bob, yRot, xRot, scale, entity);
36
37 head->render(scale, usecompiled);
38 for (unsigned int i = 0; i < upperBodyParts.length; i++)
39 {
40 upperBodyParts[i]->render(scale, usecompiled);
41 }
42}
43
44void BlazeModel::setupAnim(float time, float r, float bob, float yRot, float xRot, float scale, shared_ptr<Entity> entity, unsigned int uiBitmaskOverrideAnim)
45{
46 float angle = bob * PI * -.1f;
47 for (int i = 0; i < 4; i++)
48 {
49 upperBodyParts[i]->y = -2 + Mth::cos((i * 2 + bob) * .25f);
50 upperBodyParts[i]->x = Mth::cos(angle) * 9.0f;
51 upperBodyParts[i]->z = Mth::sin(angle) * 9.0f;
52 angle += PI * 0.5f;
53 }
54 angle = .25f * PI + bob * PI * .03f;
55 for (int i = 4; i < 8; i++)
56 {
57 upperBodyParts[i]->y = 2 + Mth::cos((i * 2 + bob) * .25f);
58 upperBodyParts[i]->x = Mth::cos(angle) * 7.0f;
59 upperBodyParts[i]->z = Mth::sin(angle) * 7.0f;
60 angle += PI * 0.5f;
61 }
62
63 angle = .15f * PI + bob * PI * -.05f;
64 for (int i = 8; i < 12; i++)
65 {
66 upperBodyParts[i]->y = 11 + Mth::cos((i * 1.5f + bob) * .5f);
67 upperBodyParts[i]->x = Mth::cos(angle) * 5.0f;
68 upperBodyParts[i]->z = Mth::sin(angle) * 5.0f;
69 angle += PI * 0.5f;
70 }
71
72 head->yRot = yRot / (float) (180 / PI);
73 head->xRot = xRot / (float) (180 / PI);
74}
75