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:
NotEvil
2026-04-22 00:26:29 +02:00
parent 8bfa140ad9
commit e4dd32fe05
83 changed files with 18109 additions and 0 deletions

View File

@@ -0,0 +1,75 @@
/*
* Derived from Epic Fight (https://github.com/Epic-Fight/epicfight)
* by the Epic Fight Team, licensed under GPLv3.
* Modifications © 2026 TiedUp! Remake Contributors, distributed under GPLv3.
*/
package com.tiedup.remake.rig.math;
public class Vec4f extends Vec3f {
public float w;
public Vec4f() {
super();
this.w = 0;
}
public Vec4f(float x, float y, float z, float w) {
super(x, y, z);
this.w = w;
}
public Vec4f(Vec3f vec3f) {
super(vec3f.x, vec3f.y, vec3f.z);
this.w = 1.0F;
}
public void set(float x, float y, float z, float w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public void set(Vec4f vec4f) {
super.set(vec4f);
this.w = vec4f.w;
}
public Vec4f add(float x, float y, float z, float w) {
this.x += x;
this.y += y;
this.z += z;
this.w += w;
return this;
}
public static Vec4f add(Vec4f left, Vec4f right, Vec4f dest) {
if (dest == null) {
dest = new Vec4f();
}
dest.x = left.x + right.x;
dest.y = left.y + right.y;
dest.z = left.z + right.z;
dest.w = left.w + right.w;
return dest;
}
@Override
public Vec4f scale(float f) {
super.scale(f);
this.w *= f;
return this;
}
public Vec4f transform(OpenMatrix4f matrix) {
return OpenMatrix4f.transform(matrix, this, this);
}
@Override
public String toString() {
return "Vec4f[" + this.x + ", " + this.y + ", " + this.z + ", " + this.w + "]";
}
}