Add player animation system!

- Hooks into ModelRenderer by wrapping it in an extended version that allows modification of angles after the model has set them
- Is compatible with pretty much everything, yay (even modded armour!)
- Adds property overrides to ItemWand so that gets animated too
- Adds a system for generating override models from a template at runtime so I don't have to duplicate all the wand models
- Tweaks particles and ray spells so they line up with the end of the newly-animated wand
- Fixes a long-standing bug where wand usage actions would stop immediately for all non-continuous spells
This commit is contained in:
Electroblob77
2020-05-09 20:17:15 +01:00
parent cf38a16f49
commit be250e218e
146 changed files with 1531 additions and 262 deletions
@@ -0,0 +1,213 @@
package electroblob.wizardry.client.animation;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.AbstractClientPlayer;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelPlayer;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderLivingBase;
import net.minecraft.client.renderer.entity.RenderPlayer;
import net.minecraft.client.renderer.entity.layers.LayerBipedArmor;
import net.minecraft.client.renderer.entity.layers.LayerRenderer;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.EnumAction;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumHand;
import net.minecraft.util.EnumHandSide;
import net.minecraftforge.client.ForgeHooksClient;
import net.minecraftforge.client.event.RenderPlayerEvent;
import net.minecraftforge.client.event.RenderSpecificHandEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.ObfuscationReflectionHelper;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.relauncher.Side;
import java.lang.reflect.Field;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
/**
* Handles the setup and rendering events for custom player animations, as well as registering of animations. Addons
* can also register their own animations here, see {@link PlayerAnimator#registerAnimation(Animation)}.
* @author Electroblob
* @since Wizardry 4.3
* @see electroblob.wizardry.item.SpellActions SpellActions
*/
@Mod.EventBusSubscriber(Side.CLIENT)
public class PlayerAnimator {
// TODO: Attempt to extend this to all bipeds
private static final List<Animation> animations = new ArrayList<>();
/** Stores all registered layer renderers for lazy-loading of armour models later. */
private static final Map<RenderPlayer, List<LayerRenderer<? extends EntityLivingBase>>> playerLayers = new HashMap<>();
/** Stores the main model for each renderer plus all models for registered layer renderers. */
private static final Map<RenderPlayer, List<ModelBiped>> playerLayerModels = new HashMap<>();
/** Reflected into {@link RenderLivingBase}{@code #layerRenderers}. */
private static final Field layerRenderers;
static {
layerRenderers = ObfuscationReflectionHelper.findField(RenderLivingBase.class, "field_177097_h");
}
/**
* Registers a new player animation. This method should be called from the {@code init()} phase via a client proxy.
* @param animation The animation to register
*/
// N.B. This can (and will) be called before PlayerAnimator#init() is called
public static void registerAnimation(Animation animation){
if(animations.contains(animation)){
Wizardry.logger.warn("Animation {} is already registered!", animation.getName());
}else{
animations.add(animation);
}
}
// TODO: Figure out if calling this from postInit ensures we catch all the layers, and lazy-load it if not
@SuppressWarnings("unchecked")
public static void init(){
for(RenderPlayer renderer : Minecraft.getMinecraft().getRenderManager().getSkinMap().values()){
List<ModelBiped> models = new ArrayList<>();
ModelRendererExtended.wrap(renderer.getMainModel());
models.add(renderer.getMainModel());
try {
List<LayerRenderer<? extends EntityLivingBase>> layers = (List<LayerRenderer<? extends EntityLivingBase>>)layerRenderers.get(renderer);
playerLayers.put(renderer, layers);
for(LayerRenderer<?> layer : layers){
for(Field field : WizardryUtilities.getAllFields(layer.getClass())){
field.setAccessible(true);
// If your layer model doesn't extend ModelBiped, you DESERVE to be incompatible!
// (Just kidding... there's nothing I can do about it anyway)
if(field.get(layer) instanceof ModelBiped){
ModelBiped model = (ModelBiped)field.get(layer);
ModelRendererExtended.wrap(model);
models.add(model);
}
}
}
}catch(IllegalAccessException e){
Wizardry.logger.error("Error during reflective access of render layers: ", e);
}
playerLayerModels.put(renderer, models);
}
}
private static void updateModels(EntityPlayer player, Render<?> renderer, float partialTicks, boolean firstPerson){
// Biped armour is special because of Forge's armour item render hook
// This needs to be lazy-loaded because we need access to an actual item
for(LayerRenderer<? extends EntityLivingBase> layer : playerLayers.get(renderer)){
if(layer instanceof LayerBipedArmor){
for(EntityEquipmentSlot slot : WizardryUtilities.ARMOUR_SLOTS){
ItemStack armour = player.getItemStackFromSlot(slot);
ModelBiped model = ForgeHooksClient.getArmorModel(player, armour, slot, ((LayerBipedArmor)layer).getModelFromSlot(slot));
List<ModelBiped> models = playerLayerModels.get(renderer);
if(!models.contains(model)){
models.add(model);
ModelRendererExtended.wrap(model);
}
}
}
}
boolean flag = false;
for(Animation animation : animations){
boolean autoRotateSecondLayer = animation.autoRotateSecondLayer(player, firstPerson);
if(animation.shouldDisplay(player, firstPerson)){
flag = true;
for(ModelBiped model : playerLayerModels.get(renderer)){
animation.setRotationAngles(player, model, partialTicks, firstPerson);
if(autoRotateSecondLayer && model instanceof ModelPlayer){
alignSecondLayer((ModelPlayer)model);
}
}
}
}
if(!flag){
for(ModelBiped model : playerLayerModels.get(renderer)){
for(ModelRenderer box : model.boxList){ // For ModelPlayer, this will include the second layer
// Some models have extra boxes, they (probably) don't need wrapping but we need this check!
if(box instanceof ModelRendererExtended){
((ModelRendererExtended)box).resetRotation();
}
}
}
}
}
/** Rotates the second layer boxes of the given (wrapped) player model to match the first layer. */
public static void alignSecondLayer(ModelPlayer model){
((ModelRendererExtended)model.bipedBodyWear) .setRotationTo((ModelRendererExtended)model.bipedBody);
((ModelRendererExtended)model.bipedRightArmwear).setRotationTo((ModelRendererExtended)model.bipedRightArm);
((ModelRendererExtended)model.bipedLeftArmwear) .setRotationTo((ModelRendererExtended)model.bipedLeftArm);
((ModelRendererExtended)model.bipedRightLegwear).setRotationTo((ModelRendererExtended)model.bipedBody);
((ModelRendererExtended)model.bipedLeftLegwear) .setRotationTo((ModelRendererExtended)model.bipedBody);
}
@SubscribeEvent
public static void onRenderHandEvent(RenderSpecificHandEvent event){
AbstractClientPlayer player = Minecraft.getMinecraft().player;
EnumAction action = event.getItemStack().getItemUseAction();
if(player.isHandActive() && player.getActiveHand() == event.getHand() && SpellActions.getSpellActions().contains(action)){
// Minecraft's item renderer helpfully doesn't have a default case for the usage action so it doesn't do any
// transformations at all (which is VERY ANNOYING!) - the following lines are from ItemRenderer#transformSideFirstPerson
int i = (player.getPrimaryHand() == EnumHandSide.RIGHT) == (event.getHand() == EnumHand.MAIN_HAND) ? 1 : -1;
GlStateManager.translate((float)i * 0.56F, -0.52F + event.getEquipProgress() * -0.6F, -0.72F);
}
updateModels(player, Minecraft.getMinecraft().getRenderManager().getEntityRenderObject(player), event.getPartialTicks(), true);
}
@SubscribeEvent
public static void onRenderPlayerPreEvent(RenderPlayerEvent.Pre event){
// boolean firstPerson = event.getEntityPlayer() == Minecraft.getMinecraft().player
// && Minecraft.getMinecraft().gameSettings.thirdPersonView == 0;
updateModels(event.getEntityPlayer(), event.getRenderer(), event.getPartialRenderTick(), false);
}
// @SubscribeEvent
// public static void onRenderPlayerPostEvent(RenderPlayerEvent.Post event){
// TODO: Would we ever need to unwrap the models?
// }
}