github.com/df-mc/dragonfly@v0.9.13/server/player/skin/skin.go (about)

     1  package skin
     2  
     3  import (
     4  	"image"
     5  	"image/color"
     6  )
     7  
     8  // Skin holds the data of a skin that a player has equipped. It includes geometry data, the texture and the
     9  // cape, if one is present.
    10  // Skin implements the image.Image interface to ease working with the value as an image.
    11  type Skin struct {
    12  	w, h int
    13  	// Persona specifies if the skin uses the persona skin system.
    14  	Persona   bool
    15  	PlayFabID string
    16  
    17  	// Pix holds the raw pixel data of the skin. This is an RGBA byte slice, meaning that every first byte is
    18  	// a Red value, the second a Green value, the third a Blue value and the fourth an Alpha value.
    19  	Pix []uint8
    20  
    21  	// ModelConfig specifies how the Model field below should be used to form the total skin.
    22  	ModelConfig ModelConfig
    23  	// Model holds the raw JSON data that represents the model of the skin. If empty, it means the skin holds
    24  	// the standard skin data (geometry.humanoid).
    25  	// TODO: Write a full API for this. The model should be able to be easily modified or created runtime.
    26  	Model []byte
    27  
    28  	// Cape holds the cape of the skin. By default, an empty cape is set in the skin. Cape.Exists() may be
    29  	// called to check if the cape actually has any data.
    30  	Cape Cape
    31  
    32  	// Animations holds a list of all animations that the skin has. These animations must be pointed to in the
    33  	// ModelConfig, in order to display them on the skin.
    34  	Animations []Animation
    35  }
    36  
    37  // New creates a new skin using the width and height passed. The dimensions passed must be either 64x32,
    38  // 64x64 or 128x128. An error is returned if other dimensions are used.
    39  // The skin pixels are initialised for the skin, and a random skin ID is picked. The model name and model is
    40  // left empty.
    41  func New(width, height int) Skin {
    42  	return Skin{
    43  		w:   width,
    44  		h:   height,
    45  		Pix: make([]uint8, width*height*4),
    46  	}
    47  }
    48  
    49  // Bounds returns the bounds of the skin. These are either 64x32, 64x64 or 128, depending on the bounds of the
    50  // skin of the player.
    51  func (s Skin) Bounds() image.Rectangle {
    52  	return image.Rectangle{
    53  		Max: image.Point{X: s.w, Y: s.h},
    54  	}
    55  }
    56  
    57  // ColorModel returns color.RGBAModel.
    58  func (s Skin) ColorModel() color.Model {
    59  	return color.RGBAModel
    60  }
    61  
    62  // At returns the colour at a given position in the skin. The concrete value of the colour returned is a color.RGBA
    63  // value.
    64  // If the x or y values exceed the bounds of the skin, At will panic.
    65  func (s Skin) At(x, y int) color.Color {
    66  	if x < 0 || y < 0 || x >= s.w || y >= s.h {
    67  		panic("pixel coordinates out of bounds")
    68  	}
    69  	offset := x*4 + s.w*y*4
    70  	return color.RGBA{
    71  		R: s.Pix[offset],
    72  		G: s.Pix[offset+1],
    73  		B: s.Pix[offset+2],
    74  		A: s.Pix[offset+3],
    75  	}
    76  }