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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-17 11:35:08 -04:00
Move rotation origin setting to part definitions, not at draw method.
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e1c6e1f015
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@ -29,7 +29,7 @@ namespace ClassicalSharp.Model {
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const float y1 = 1/64f, y2 = 5/16f, z2 = 1/16f, z1 = -2/16f;
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const float y1 = 1/64f, y2 = 5/16f, z2 = 1/16f, z1 = -2/16f;
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YQuad( 32, 0, 3, 3, x2/16f, x1/16f, z1, z2, y1 ); // bottom feet
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YQuad( 32, 0, 3, 3, x2/16f, x1/16f, z1, z2, y1 ); // bottom feet
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ZQuad( 36, 3, 1, 5, legX1/16f, legX2/16f, y1, y2, z2 ); // vertical part of leg
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ZQuad( 36, 3, 1, 5, legX1/16f, legX2/16f, y1, y2, z2 ); // vertical part of leg
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return new ModelPart( index - 2 * 4, 2 * 4 );
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return new ModelPart( index - 2 * 4, 2 * 4, 0, 0, 0 );
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}
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}
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public override bool Bobbing { get { return true; } }
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public override bool Bobbing { get { return true; } }
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@ -13,19 +13,25 @@ namespace ClassicalSharp.Model {
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Set = new ModelSet();
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Set = new ModelSet();
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Set.Head = BuildBox( MakeBoxBounds( -4, 24, -4, 4, 32, 4 )
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Set.Head = BuildBox( MakeBoxBounds( -4, 24, -4, 4, 32, 4 )
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.SetTexOrigin( 0, 0 ) );
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.SetTexOrigin( 0, 0 )
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.SetRotOrigin( 0, 24, 0 ) );
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Set.Torso = BuildBox( MakeBoxBounds( -4, 12, -2, 4, 24, 2 )
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Set.Torso = BuildBox( MakeBoxBounds( -4, 12, -2, 4, 24, 2 )
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.SetTexOrigin( 16, 16 ) );
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.SetTexOrigin( 16, 16 ) );
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Set.LeftLeg = BuildBox( MakeBoxBounds( 0, 0, -2, -4, 12, 2 )
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Set.LeftLeg = BuildBox( MakeBoxBounds( 0, 0, -2, -4, 12, 2 )
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.SetTexOrigin( 0, 16 ) );
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.SetTexOrigin( 0, 16 )
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Set.RightLeg = BuildBox( MakeBoxBounds( 0, 0, -2, 4, 12, 2 ).
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.SetRotOrigin( 0, 12, 0 ) );
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SetTexOrigin( 0, 16 ) );
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Set.RightLeg = BuildBox( MakeBoxBounds( 0, 0, -2, 4, 12, 2 )
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.SetTexOrigin( 0, 16 )
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.SetRotOrigin( 0, 12, 0 ) );
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Set.Hat = BuildBox( MakeBoxBounds( -4, 24, -4, 4, 32, 4 )
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Set.Hat = BuildBox( MakeBoxBounds( -4, 24, -4, 4, 32, 4 )
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.SetTexOrigin( 32, 0 ).ExpandBounds( 0.5f ) );
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.SetTexOrigin( 32, 0 ).ExpandBounds( 0.5f )
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.SetRotOrigin( 0, 24, 0 ) );
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Set.LeftArm = BuildBox( MakeBoxBounds( -4, 12, -2, -8, 24, 2 )
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Set.LeftArm = BuildBox( MakeBoxBounds( -4, 12, -2, -8, 24, 2 )
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.SetTexOrigin( 40, 16 ) );
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.SetTexOrigin( 40, 16 )
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.SetRotOrigin( -5, 22, 0 ) );
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Set.RightArm = BuildBox( MakeBoxBounds( 4, 12, -2, 8, 24, 2 )
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Set.RightArm = BuildBox( MakeBoxBounds( 4, 12, -2, 8, 24, 2 )
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.SetTexOrigin( 40, 16 ) );
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.SetTexOrigin( 40, 16 )
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.SetRotOrigin( 5, 22, 0 ) );
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SetSlim = new ModelSet();
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SetSlim = new ModelSet();
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SetSlim.Head = Set.Head;
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SetSlim.Head = Set.Head;
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@ -33,9 +39,11 @@ namespace ClassicalSharp.Model {
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SetSlim.LeftLeg = Set.LeftLeg;
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SetSlim.LeftLeg = Set.LeftLeg;
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SetSlim.RightLeg = Set.RightLeg;
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SetSlim.RightLeg = Set.RightLeg;
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SetSlim.LeftArm = BuildBox( MakeBoxBounds( -7, 12, -2, -4, 24, 2 )
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SetSlim.LeftArm = BuildBox( MakeBoxBounds( -7, 12, -2, -4, 24, 2 )
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.SetTexOrigin( 32, 48 ) );
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.SetTexOrigin( 32, 48 )
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.SetRotOrigin( -5, 22, 0 ) );
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SetSlim.RightArm = BuildBox( MakeBoxBounds( 4, 12, -2, 7, 24, 2 )
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SetSlim.RightArm = BuildBox( MakeBoxBounds( 4, 12, -2, 7, 24, 2 )
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.SetTexOrigin( 40, 16 ) );
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.SetTexOrigin( 40, 16 )
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.SetRotOrigin( 5, 22, 0 ) );
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SetSlim.Hat = Set.Hat;
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SetSlim.Hat = Set.Hat;
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}
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}
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@ -61,20 +69,20 @@ namespace ClassicalSharp.Model {
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SkinType skinType = p.SkinType;
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SkinType skinType = p.SkinType;
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_64x64 = skinType != SkinType.Type64x32;
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_64x64 = skinType != SkinType.Type64x32;
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ModelSet model = skinType == SkinType.Type64x64Slim ? SetSlim : Set;
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ModelSet model = skinType == SkinType.Type64x64Slim ? SetSlim : Set;
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DrawHeadRotate( 0, 24/16f, 0, -p.PitchRadians, 0, 0, model.Head );
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DrawHeadRotate( -p.PitchRadians, 0, 0, model.Head );
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DrawPart( model.Torso );
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DrawPart( model.Torso );
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DrawRotate( 0, 12/16f, 0, p.anim.legXRot, 0, 0, model.LeftLeg );
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DrawRotate( p.anim.legXRot, 0, 0, model.LeftLeg );
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DrawRotate( 0, 12/16f, 0, -p.anim.legXRot, 0, 0, model.RightLeg );
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DrawRotate( -p.anim.legXRot, 0, 0, model.RightLeg );
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Rotate = RotateOrder.XZY;
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Rotate = RotateOrder.XZY;
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DrawRotate( -5/16f, 22/16f, 0, p.anim.leftXRot, 0, p.anim.leftZRot, model.LeftArm );
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DrawRotate( p.anim.leftXRot, 0, p.anim.leftZRot, model.LeftArm );
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DrawRotate( 5/16f, 22/16f, 0, p.anim.rightXRot, 0, p.anim.rightZRot, model.RightArm );
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DrawRotate( p.anim.rightXRot, 0, p.anim.rightZRot, model.RightArm );
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Rotate = RotateOrder.ZYX;
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Rotate = RotateOrder.ZYX;
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
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graphics.AlphaTest = true;
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graphics.AlphaTest = true;
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index = 0;
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index = 0;
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DrawHeadRotate( 0, 24f/16f, 0, -p.PitchRadians, 0, 0, model.Hat );
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DrawHeadRotate( -p.PitchRadians, 0, 0, model.Hat );
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
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}
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}
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@ -75,6 +75,7 @@ namespace ClassicalSharp.Model {
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public struct BoxDescription {
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public struct BoxDescription {
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public int TexX, TexY, SidesW, BodyW, BodyH;
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public int TexX, TexY, SidesW, BodyW, BodyH;
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public float X1, X2, Y1, Y2, Z1, Z2;
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public float X1, X2, Y1, Y2, Z1, Z2;
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public float RotX, RotY, RotZ;
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public BoxDescription SetTexOrigin( int x, int y ) {
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public BoxDescription SetTexOrigin( int x, int y ) {
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TexX = x; TexY = y; return this;
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TexX = x; TexY = y; return this;
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@ -93,6 +94,11 @@ namespace ClassicalSharp.Model {
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Z1 -= amount / 16f; Z2 += amount / 16f;
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Z1 -= amount / 16f; Z2 += amount / 16f;
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return this;
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return this;
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}
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}
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public BoxDescription SetRotOrigin( sbyte x, sbyte y, sbyte z ) {
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RotX = x / 16f; RotY = y / 16f; RotZ = z / 16f;
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return this;
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}
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}
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}
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protected BoxDescription MakeBoxBounds( int x1, int y1, int z1, int x2, int y2, int z2 ) {
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protected BoxDescription MakeBoxBounds( int x1, int y1, int z1, int x2, int y2, int z2 ) {
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@ -138,7 +144,7 @@ namespace ClassicalSharp.Model {
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ZQuad( x + sidesW + bodyW + sidesW, y + sidesW, bodyW, bodyH, x1, x2, y1, y2, z2 ); // back
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ZQuad( x + sidesW + bodyW + sidesW, y + sidesW, bodyW, bodyH, x1, x2, y1, y2, z2 ); // back
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XQuad( x, y + sidesW, sidesW, bodyH, z2, z1, y1, y2, x2 ); // left
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XQuad( x, y + sidesW, sidesW, bodyH, z2, z1, y1, y2, x2 ); // left
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XQuad( x + sidesW + bodyW, y + sidesW, sidesW, bodyH, z1, z2, y1, y2, x1 ); // right
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XQuad( x + sidesW + bodyW, y + sidesW, sidesW, bodyH, z1, z2, y1, y2, x1 ); // right
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return new ModelPart( index - 6 * 4, 6 * 4 );
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return new ModelPart( index - 6 * 4, 6 * 4, desc.RotX, desc.RotY, desc.RotZ );
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}
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}
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/// <summary>Builds a box model assuming the follow texture layout:<br/>
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/// <summary>Builds a box model assuming the follow texture layout:<br/>
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@ -173,7 +179,7 @@ namespace ClassicalSharp.Model {
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float z = vertex.Z; vertex.Z = vertex.Y; vertex.Y = z;
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float z = vertex.Z; vertex.Z = vertex.Y; vertex.Y = z;
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vertices[i] = vertex;
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vertices[i] = vertex;
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}
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}
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return new ModelPart( index - 6 * 4, 6 * 4 );
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return new ModelPart( index - 6 * 4, 6 * 4, desc.RotX, desc.RotY, desc.RotZ );
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}
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}
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protected void XQuad( int texX, int texY, int texWidth, int texHeight,
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protected void XQuad( int texX, int texY, int texWidth, int texHeight,
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@ -224,6 +230,14 @@ namespace ClassicalSharp.Model {
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DrawRotated( x, y, z, angleX, angleY, angleZ, part, true );
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DrawRotated( x, y, z, angleX, angleY, angleZ, part, true );
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}
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}
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protected void DrawRotate( float angleX, float angleY, float angleZ, ModelPart part ) {
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DrawRotated( part.RotX, part.RotY, part.RotZ, angleX, angleY, angleZ, part, false );
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}
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protected void DrawHeadRotate( float angleX, float angleY, float angleZ, ModelPart part ) {
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DrawRotated( part.RotX, part.RotY, part.RotZ, angleX, angleY, angleZ, part, true );
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}
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protected void DrawRotated( float x, float y, float z, float angleX, float angleY, float angleZ, ModelPart part, bool head ) {
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protected void DrawRotated( float x, float y, float z, float angleX, float angleY, float angleZ, ModelPart part, bool head ) {
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float cosX = (float)Math.Cos( -angleX ), sinX = (float)Math.Sin( -angleX );
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float cosX = (float)Math.Cos( -angleX ), sinX = (float)Math.Sin( -angleX );
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float cosY = (float)Math.Cos( -angleY ), sinY = (float)Math.Sin( -angleY );
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float cosY = (float)Math.Cos( -angleY ), sinY = (float)Math.Sin( -angleY );
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@ -8,17 +8,16 @@ namespace ClassicalSharp {
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public struct ModelPart {
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public struct ModelPart {
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public int Offset, Count;
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public int Offset, Count;
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public float RotX, RotY, RotZ;
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public ModelPart( int vertexOffset, int vertexCount ) {
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public ModelPart( int offset, int count, float rotX, float rotY, float rotZ ) {
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Offset = vertexOffset;
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Offset = offset; Count = count;
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Count = vertexCount;
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RotX = rotX; RotY = rotY; RotZ = rotZ;
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}
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}
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}
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}
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/// <summary> Describes the type of skin that a humanoid model uses. </summary>
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/// <summary> Describes the type of skin that a humanoid model uses. </summary>
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public enum SkinType {
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public enum SkinType {
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Type64x32,
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Type64x32, Type64x64, Type64x64Slim,
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Type64x64,
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Type64x64Slim,
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}
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}
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}
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}
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