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How to add layer to first person hand?


ozi

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I added a layer whis is changing the player's skin but the first person hand is still with the original skin. How do I change it as well? Thanks.

Spoiler

public class CustomLayer extends LayerRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>
{
    private static ResourceLocation skin;

    public CustomLayer(PlayerRenderer entityRendererIn)
    {
        super(entityRendererIn);
    }

    @Override
    public void render(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn, AbstractClientPlayerEntity entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch)
    {
        skin = Registry.location("textures/entity/custom.png");
        if (Main.isCustom())
        {
            renderCutoutModel(this.getEntityModel(), skin, matrixStackIn, bufferIn, packedLightIn, entitylivingbaseIn, 1, 1, 1);
        }
    }
}

 

 

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4 hours ago, ChampionAsh5357 said:

You would need to handle some rendering logic via RenderHandEvent. The layers are only applied in third person as you can never see the player in first.

Oh thanks. I did my own rendering but the line mc.getTextureManager().bindTexture(Registry.location("textures/entity/custom.png")) doesn't seem to work.

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40 minutes ago, ChampionAsh5357 said:

Where and in what context? Also what is Registry#location?

Spoiler

@SubscribeEvent
public void onHandRender(RenderHandEvent event)
{
	mc.getTextureManager().bindTexture(Registry.location("textures/entity/custom.png"));
}

//Registry#location:
  
public static ResourceLocation location(String name)
{
	return new ResourceLocation(Main.MOD_ID, name);
}

 

I also tried copying FirstPersonRenderer class:

Spoiler

public class HandRender
{
    private static final Minecraft mc = Minecraft.getInstance();

    public static void renderArmFirstPerson(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, float equippedProgress, float swingProgress, ResourceLocation texture)
    {
        boolean flag = mc.gameSettings.mainHand != HandSide.LEFT;
        float f = flag ? 1.0F : -1.0F;
        float f1 = MathHelper.sqrt(swingProgress);
        float f2 = -0.3F * MathHelper.sin(f1 * (float)Math.PI);
        float f3 = 0.4F * MathHelper.sin(f1 * ((float)Math.PI * 2F));
        float f4 = -0.4F * MathHelper.sin(swingProgress * (float)Math.PI);
        matrixStackIn.translate((double)(f * (f2 + 0.64000005F)), (double)(f3 + -0.6F + equippedProgress * -0.6F), (double)(f4 + -0.71999997F));
        matrixStackIn.rotate(Vector3f.YP.rotationDegrees(f * 45.0F));
        float f5 = MathHelper.sin(swingProgress * swingProgress * (float)Math.PI);
        float f6 = MathHelper.sin(f1 * (float)Math.PI);
        matrixStackIn.rotate(Vector3f.YP.rotationDegrees(f * f6 * 70.0F));
        matrixStackIn.rotate(Vector3f.ZP.rotationDegrees(f * f5 * -20.0F));
        AbstractClientPlayerEntity abstractclientplayerentity = mc.player;
        mc.getTextureManager().bindTexture(texture);
        matrixStackIn.translate((double)(f * -1.0F), (double)3.6F, 3.5D);
        matrixStackIn.rotate(Vector3f.ZP.rotationDegrees(f * 120.0F));
        matrixStackIn.rotate(Vector3f.XP.rotationDegrees(200.0F));
        matrixStackIn.rotate(Vector3f.YP.rotationDegrees(f * -135.0F));
        matrixStackIn.translate((double)(f * 5.6F), 0.0D, 0.0D);
        PlayerRenderer playerrenderer = (PlayerRenderer)mc.getRenderManager().<AbstractClientPlayerEntity>getRenderer(abstractclientplayerentity);
        if (flag) {
            playerrenderer.renderRightArm(matrixStackIn, bufferIn, combinedLightIn, abstractclientplayerentity);
        } else {
            playerrenderer.renderLeftArm(matrixStackIn, bufferIn, combinedLightIn, abstractclientplayerentity);
        }
    }
}

//in the event:

@SubscribeEvent
public void onHandRender(RenderHandEvent event)
{
	event.setCanceled(true);
	HandRender.renderArmFirstPerson(event.getMatrixStack(), event.getBuffers(), event.getLight(), event.getEquipProgress(),
    	event.getSwingProgress(), Registry.location("textures/entity/custom.png"));
}

 

 

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8 hours ago, ChampionAsh5357 said:

Probably because entity textures are bound using a batched rendering system and not on the fly. You need to handle the rendering of the model yourself, not delegate it to the PlayerRenderer.

You mean the player's model? Where do I do that?

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2 hours ago, ChampionAsh5357 said:

Inside RenderHandEvent. You just need to do all the logic instead of parts of it.

Sorry for bothering you but I researched for hours and I still doesn't understand what is that logic.

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1 hour ago, ChampionAsh5357 said:

Look at PlayerRenderer#render*Arm, copy the logic, change the texture being passed into the RenderType.

Ok I get it now but how do I get the player's model?

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31 minutes ago, ChampionAsh5357 said:

PlayerRenderer#getModel?

RenderHandEvent doesn't have a PlayerRenderer and mc.getRenderManager().getRenderer(mc.player) doesn't have the getModel.

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47 minutes ago, ChampionAsh5357 said:

PlayerRenderer#getModel?

What am I doing wrong?

Spoiler

public class HandRender extends LivingRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>
{
    public HandRender(EntityRendererManager rendererManager, PlayerModel<AbstractClientPlayerEntity> entityModelIn, float shadowSizeIn)
    {
        super(rendererManager, entityModelIn, shadowSizeIn);
    }

    public void renderRightArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn) {
        this.renderItem(matrixStackIn, bufferIn, combinedLightIn, playerIn, (this.entityModel).bipedRightArm, (this.entityModel).bipedRightArmwear);
    }

    public void renderLeftArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn) {
        this.renderItem(matrixStackIn, bufferIn, combinedLightIn, playerIn, (this.entityModel).bipedLeftArm, (this.entityModel).bipedLeftArmwear);
    }

    private void renderItem(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn, ModelRenderer rendererArmIn, ModelRenderer rendererArmwearIn) {
        PlayerModel<AbstractClientPlayerEntity> playermodel = this.getEntityModel();
        this.setModelVisibilities(playerIn);
        playermodel.swingProgress = 0.0F;
        playermodel.isSneak = false;
        playermodel.swimAnimation = 0.0F;
        playermodel.setRotationAngles(playerIn, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F);
        rendererArmIn.rotateAngleX = 0.0F;
        rendererArmIn.render(matrixStackIn, bufferIn.getBuffer(RenderType.getEntitySolid(getEntityTexture(playerIn))), combinedLightIn, OverlayTexture.NO_OVERLAY);
        rendererArmwearIn.rotateAngleX = 0.0F;
        rendererArmwearIn.render(matrixStackIn, bufferIn.getBuffer(RenderType.getEntityTranslucent(getEntityTexture(playerIn))), combinedLightIn, OverlayTexture.NO_OVERLAY);
    }

    private void setModelVisibilities(AbstractClientPlayerEntity clientPlayer) {
        PlayerModel<AbstractClientPlayerEntity> playermodel = this.getEntityModel();
        if (clientPlayer.isSpectator()) {
            playermodel.setVisible(false);
            playermodel.bipedHead.showModel = true;
            playermodel.bipedHeadwear.showModel = true;
        } else {
            playermodel.setVisible(true);
            playermodel.bipedHeadwear.showModel = clientPlayer.isWearing(PlayerModelPart.HAT);
            playermodel.bipedBodyWear.showModel = clientPlayer.isWearing(PlayerModelPart.JACKET);
            playermodel.bipedLeftLegwear.showModel = clientPlayer.isWearing(PlayerModelPart.LEFT_PANTS_LEG);
            playermodel.bipedRightLegwear.showModel = clientPlayer.isWearing(PlayerModelPart.RIGHT_PANTS_LEG);
            playermodel.bipedLeftArmwear.showModel = clientPlayer.isWearing(PlayerModelPart.LEFT_SLEEVE);
            playermodel.bipedRightArmwear.showModel = clientPlayer.isWearing(PlayerModelPart.RIGHT_SLEEVE);
            playermodel.isSneak = clientPlayer.isCrouching();
            BipedModel.ArmPose bipedmodel$armpose = func_241741_a_(clientPlayer, Hand.MAIN_HAND);
            BipedModel.ArmPose bipedmodel$armpose1 = func_241741_a_(clientPlayer, Hand.OFF_HAND);
            if (bipedmodel$armpose.func_241657_a_()) {
                bipedmodel$armpose1 = clientPlayer.getHeldItemOffhand().isEmpty() ? BipedModel.ArmPose.EMPTY : BipedModel.ArmPose.ITEM;
            }

            if (clientPlayer.getPrimaryHand() == HandSide.RIGHT) {
                playermodel.rightArmPose = bipedmodel$armpose;
                playermodel.leftArmPose = bipedmodel$armpose1;
            } else {
                playermodel.rightArmPose = bipedmodel$armpose1;
                playermodel.leftArmPose = bipedmodel$armpose;
            }
        }
    }

    private static BipedModel.ArmPose func_241741_a_(AbstractClientPlayerEntity p_241741_0_, Hand p_241741_1_) {
        ItemStack itemstack = p_241741_0_.getHeldItem(p_241741_1_);
        if (itemstack.isEmpty()) {
            return BipedModel.ArmPose.EMPTY;
        } else {
            if (p_241741_0_.getActiveHand() == p_241741_1_ && p_241741_0_.getItemInUseCount() > 0) {
                UseAction useaction = itemstack.getUseAction();
                if (useaction == UseAction.BLOCK) {
                    return BipedModel.ArmPose.BLOCK;
                }

                if (useaction == UseAction.BOW) {
                    return BipedModel.ArmPose.BOW_AND_ARROW;
                }

                if (useaction == UseAction.SPEAR) {
                    return BipedModel.ArmPose.THROW_SPEAR;
                }

                if (useaction == UseAction.CROSSBOW && p_241741_1_ == p_241741_0_.getActiveHand()) {
                    return BipedModel.ArmPose.CROSSBOW_CHARGE;
                }
            } else if (!p_241741_0_.isSwingInProgress && itemstack.getItem() == Items.CROSSBOW && CrossbowItem.isCharged(itemstack)) {
                return BipedModel.ArmPose.CROSSBOW_HOLD;
            }

            return BipedModel.ArmPose.ITEM;
        }
    }

    @Override
    public ResourceLocation getEntityTexture(AbstractClientPlayerEntity entity)
    {
        return Registry.location("textures/entity/custom.png");
    }
}

 

Spoiler

@SubscribeEvent
public void onHandRender(RenderHandEvent event)
{
	PlayerRenderer playerRenderer = (PlayerRenderer) mc.getRenderManager().getRenderer(mc.player);
	HandRender handRender = new HandRender(mc.getRenderManager(), playerRenderer.getEntityModel(), 0);
	if (mc.gameSettings.mainHand == HandSide.RIGHT)
	{
		handRender.renderRightArm(event.getMatrixStack(), event.getBuffers(), event.getLight(), mc.player);
	}
	else
	{
		handRender.renderLeftArm(event.getMatrixStack(), event.getBuffers(), event.getLight(), mc.player);
	}
}

 

 

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On 5/20/2021 at 10:33 PM, ozi said:

What am I doing wrong?

  Reveal hidden contents


public class HandRender extends LivingRenderer<AbstractClientPlayerEntity, PlayerModel<AbstractClientPlayerEntity>>
{
    public HandRender(EntityRendererManager rendererManager, PlayerModel<AbstractClientPlayerEntity> entityModelIn, float shadowSizeIn)
    {
        super(rendererManager, entityModelIn, shadowSizeIn);
    }

    public void renderRightArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn) {
        this.renderItem(matrixStackIn, bufferIn, combinedLightIn, playerIn, (this.entityModel).bipedRightArm, (this.entityModel).bipedRightArmwear);
    }

    public void renderLeftArm(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn) {
        this.renderItem(matrixStackIn, bufferIn, combinedLightIn, playerIn, (this.entityModel).bipedLeftArm, (this.entityModel).bipedLeftArmwear);
    }

    private void renderItem(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn, ModelRenderer rendererArmIn, ModelRenderer rendererArmwearIn) {
        PlayerModel<AbstractClientPlayerEntity> playermodel = this.getEntityModel();
        this.setModelVisibilities(playerIn);
        playermodel.swingProgress = 0.0F;
        playermodel.isSneak = false;
        playermodel.swimAnimation = 0.0F;
        playermodel.setRotationAngles(playerIn, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F);
        rendererArmIn.rotateAngleX = 0.0F;
        rendererArmIn.render(matrixStackIn, bufferIn.getBuffer(RenderType.getEntitySolid(getEntityTexture(playerIn))), combinedLightIn, OverlayTexture.NO_OVERLAY);
        rendererArmwearIn.rotateAngleX = 0.0F;
        rendererArmwearIn.render(matrixStackIn, bufferIn.getBuffer(RenderType.getEntityTranslucent(getEntityTexture(playerIn))), combinedLightIn, OverlayTexture.NO_OVERLAY);
    }

    private void setModelVisibilities(AbstractClientPlayerEntity clientPlayer) {
        PlayerModel<AbstractClientPlayerEntity> playermodel = this.getEntityModel();
        if (clientPlayer.isSpectator()) {
            playermodel.setVisible(false);
            playermodel.bipedHead.showModel = true;
            playermodel.bipedHeadwear.showModel = true;
        } else {
            playermodel.setVisible(true);
            playermodel.bipedHeadwear.showModel = clientPlayer.isWearing(PlayerModelPart.HAT);
            playermodel.bipedBodyWear.showModel = clientPlayer.isWearing(PlayerModelPart.JACKET);
            playermodel.bipedLeftLegwear.showModel = clientPlayer.isWearing(PlayerModelPart.LEFT_PANTS_LEG);
            playermodel.bipedRightLegwear.showModel = clientPlayer.isWearing(PlayerModelPart.RIGHT_PANTS_LEG);
            playermodel.bipedLeftArmwear.showModel = clientPlayer.isWearing(PlayerModelPart.LEFT_SLEEVE);
            playermodel.bipedRightArmwear.showModel = clientPlayer.isWearing(PlayerModelPart.RIGHT_SLEEVE);
            playermodel.isSneak = clientPlayer.isCrouching();
            BipedModel.ArmPose bipedmodel$armpose = func_241741_a_(clientPlayer, Hand.MAIN_HAND);
            BipedModel.ArmPose bipedmodel$armpose1 = func_241741_a_(clientPlayer, Hand.OFF_HAND);
            if (bipedmodel$armpose.func_241657_a_()) {
                bipedmodel$armpose1 = clientPlayer.getHeldItemOffhand().isEmpty() ? BipedModel.ArmPose.EMPTY : BipedModel.ArmPose.ITEM;
            }

            if (clientPlayer.getPrimaryHand() == HandSide.RIGHT) {
                playermodel.rightArmPose = bipedmodel$armpose;
                playermodel.leftArmPose = bipedmodel$armpose1;
            } else {
                playermodel.rightArmPose = bipedmodel$armpose1;
                playermodel.leftArmPose = bipedmodel$armpose;
            }
        }
    }

    private static BipedModel.ArmPose func_241741_a_(AbstractClientPlayerEntity p_241741_0_, Hand p_241741_1_) {
        ItemStack itemstack = p_241741_0_.getHeldItem(p_241741_1_);
        if (itemstack.isEmpty()) {
            return BipedModel.ArmPose.EMPTY;
        } else {
            if (p_241741_0_.getActiveHand() == p_241741_1_ && p_241741_0_.getItemInUseCount() > 0) {
                UseAction useaction = itemstack.getUseAction();
                if (useaction == UseAction.BLOCK) {
                    return BipedModel.ArmPose.BLOCK;
                }

                if (useaction == UseAction.BOW) {
                    return BipedModel.ArmPose.BOW_AND_ARROW;
                }

                if (useaction == UseAction.SPEAR) {
                    return BipedModel.ArmPose.THROW_SPEAR;
                }

                if (useaction == UseAction.CROSSBOW && p_241741_1_ == p_241741_0_.getActiveHand()) {
                    return BipedModel.ArmPose.CROSSBOW_CHARGE;
                }
            } else if (!p_241741_0_.isSwingInProgress && itemstack.getItem() == Items.CROSSBOW && CrossbowItem.isCharged(itemstack)) {
                return BipedModel.ArmPose.CROSSBOW_HOLD;
            }

            return BipedModel.ArmPose.ITEM;
        }
    }

    @Override
    public ResourceLocation getEntityTexture(AbstractClientPlayerEntity entity)
    {
        return Registry.location("textures/entity/custom.png");
    }
}

 

  Reveal hidden contents


@SubscribeEvent
public void onHandRender(RenderHandEvent event)
{
	PlayerRenderer playerRenderer = (PlayerRenderer) mc.getRenderManager().getRenderer(mc.player);
	HandRender handRender = new HandRender(mc.getRenderManager(), playerRenderer.getEntityModel(), 0);
	if (mc.gameSettings.mainHand == HandSide.RIGHT)
	{
		handRender.renderRightArm(event.getMatrixStack(), event.getBuffers(), event.getLight(), mc.player);
	}
	else
	{
		handRender.renderLeftArm(event.getMatrixStack(), event.getBuffers(), event.getLight(), mc.player);
	}
}

 

 

I realized I had to use the previous rendering as well so it works now.

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