WIP: initial epic fight core extraction (Phase 0)
83 files forkés d'Epic Fight (~18k LOC). Base non-compilable en l'état.
Contenu extrait :
- math/ — OpenMatrix4f, Vec3f/4f/2f, QuaternionUtils, MathUtils, ...
- armature/ — Armature, Joint, JointTransform, HumanoidArmature
- anim/ — Animator, ServerAnimator, ClientAnimator, LivingMotion, ...
- anim/types/ — StaticAnimation, DynamicAnimation, MovementAnimation, LinkAnimation,
ConcurrentLinkAnimation, LayerOffAnimation, EntityState
- anim/client/ — Layer, ClientAnimator, JointMask
- mesh/ — SkinnedMesh, SingleGroupVertexBuilder, Mesh, HumanoidMesh, ...
- cloth/ — AbstractSimulator, ClothSimulator (dépendance transitive de StaticMesh)
- asset/ — JsonAssetLoader, AssetAccessor
- patch/ — EntityPatch, LivingEntityPatch, PlayerPatch, ClientPlayerPatch
- util/ — ParseUtil, TypeFlexibleHashMap
- exception/ — AssetLoadingException
- event/ — PatchedRenderersEvent, PrepareModelEvent, RegisterResourceLayersEvent
- render/ — TiedUpRenderTypes
Headers GPLv3 + attribution injectés sur tous les .java.
Package declarations fixées sur Armature.java et TiedUpRenderTypes.java.
115 imports résiduels à résoudre manuellement :
- yesman.epicfight.main (EpicFightMod, EpicFightSharedConstants) — 30
- yesman.epicfight.gameasset (Animations, Armatures, EpicFightSounds) — 12
- yesman.epicfight.api.physics + physics.ik (combat physics) — 16
- yesman.epicfight.network.* (combat packets) — 13
- yesman.epicfight.world.* (combat entity logic) — 10
- yesman.epicfight.config.ClientConfig — 3
- yesman.epicfight.skill, .client.gui, .particle, .collider — divers combat/UI
Stratégie fix (2-3 sem manuel) : strip usage combat, stubs pour refs
core (EpicFightMod → TiedUpMod, SharedConstants → TiedUpRigConstants,
ClientConfig → TiedUpAnimationConfig).
This commit is contained in:
65
src/main/java/com/tiedup/remake/rig/mesh/HumanoidMesh.java
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65
src/main/java/com/tiedup/remake/rig/mesh/HumanoidMesh.java
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/*
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* Derived from Epic Fight (https://github.com/Epic-Fight/epicfight)
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* by the Epic Fight Team, licensed under GPLv3.
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* Modifications © 2026 TiedUp! Remake Contributors, distributed under GPLv3.
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*/
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package com.tiedup.remake.rig.mesh;
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import java.util.List;
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import java.util.Map;
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import net.minecraft.world.entity.EquipmentSlot;
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import com.tiedup.remake.rig.asset.AssetAccessor;
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import com.tiedup.remake.rig.mesh.MeshPartDefinition;
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import com.tiedup.remake.rig.mesh.Meshes;
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import com.tiedup.remake.rig.mesh.SkinnedMesh;
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import com.tiedup.remake.rig.mesh.VertexBuilder;
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public class HumanoidMesh extends SkinnedMesh {
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public final SkinnedMeshPart head;
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public final SkinnedMeshPart torso;
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public final SkinnedMeshPart leftArm;
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public final SkinnedMeshPart rightArm;
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public final SkinnedMeshPart leftLeg;
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public final SkinnedMeshPart rightLeg;
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public final SkinnedMeshPart hat;
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public final SkinnedMeshPart jacket;
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public final SkinnedMeshPart leftSleeve;
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public final SkinnedMeshPart rightSleeve;
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public final SkinnedMeshPart leftPants;
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public final SkinnedMeshPart rightPants;
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public HumanoidMesh(Map<String, Number[]> arrayMap, Map<MeshPartDefinition, List<VertexBuilder>> parts, SkinnedMesh parent, RenderProperties properties) {
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super(arrayMap, parts, parent, properties);
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this.head = this.getOrLogException(this.parts, "head");
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this.torso = this.getOrLogException(this.parts, "torso");
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this.leftArm = this.getOrLogException(this.parts, "leftArm");
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this.rightArm = this.getOrLogException(this.parts, "rightArm");
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this.leftLeg = this.getOrLogException(this.parts, "leftLeg");
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this.rightLeg = this.getOrLogException(this.parts, "rightLeg");
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this.hat = this.getOrLogException(this.parts, "hat");
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this.jacket = this.getOrLogException(this.parts, "jacket");
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this.leftSleeve = this.getOrLogException(this.parts, "leftSleeve");
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this.rightSleeve = this.getOrLogException(this.parts, "rightSleeve");
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this.leftPants = this.getOrLogException(this.parts, "leftPants");
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this.rightPants = this.getOrLogException(this.parts, "rightPants");
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}
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public AssetAccessor<? extends SkinnedMesh> getHumanoidArmorModel(EquipmentSlot slot) {
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switch (slot) {
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case HEAD:
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return Meshes.HELMET;
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case CHEST:
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return Meshes.CHESTPLATE;
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case LEGS:
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return Meshes.LEGGINS;
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case FEET:
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return Meshes.BOOTS;
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default:
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return null;
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}
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}
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}
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