using System; using System.Runtime.InteropServices; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Renderers; using OpenTK; namespace ClassicalSharp.Model { /// Contains a set of quads and/or boxes that describe a 3D object as well as /// the bounding boxes that contain the entire set of quads and/or boxes. public abstract class IModel : IDisposable { protected Game game; protected ModelCache cache; protected IGraphicsApi graphics; protected const int quadVertices = 4; protected const int boxVertices = 6 * quadVertices; public IModel( Game game ) { this.game = game; graphics = game.Graphics; cache = game.ModelCache; } /// Vertical offset from the model's feet/base that the name texture should be drawn at. public abstract float NameYOffset { get; } /// Vertical offset from the model's feet/base that the model's eye is located. public abstract float GetEyeY( Player player ); /// The size of the bounding box that is used when /// performing collision detection for this model. public abstract Vector3 CollisionSize { get; } /// Bounding box that contains this model, /// assuming that the model is not rotated at all. public abstract BoundingBox PickingBounds { get; } protected Vector3 pos; protected float cosA, sinA; /// Renders the model based on the given entity's position and orientation. public void RenderModel( Player p ) { index = 0; pos = p.Position; cosA = (float)Math.Cos( p.YawRadians ); sinA = (float)Math.Sin( p.YawRadians ); Map map = game.Map; col = game.Map.IsLit( Vector3I.Floor( p.EyePosition ) ) ? map.Sunlight : map.Shadowlight; graphics.SetBatchFormat( VertexFormat.Pos3fTex2fCol4b ); DrawPlayerModel( p ); graphics.DrawDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 ); } protected abstract void DrawPlayerModel( Player p ); public virtual void Dispose() { } protected FastColour col; protected ModelVertex[] vertices; protected int index; public struct BoxDescription { public int TexX, TexY, SidesW, BodyW, BodyH; public float X1, X2, Y1, Y2, Z1, Z2; public BoxDescription SetTexOrigin( int x, int y ) { TexX = x; TexY = y; return this; } public BoxDescription SetModelBounds( float x1, float y1, float z1, float x2, float y2, float z2 ) { X1 = x1 / 16f; X2 = x2 / 16f; Y1 = y1 / 16f; Y2 = y2 / 16f; Z1 = z1 / 16f; Z2 = z2 / 16f; return this; } } protected BoxDescription MakeBoxBounds( int x1, int y1, int z1, int x2, int y2, int z2 ) { BoxDescription desc = default( BoxDescription ) .SetModelBounds( x1, y1, z1, x2, y2, z2 ); desc.SidesW = Math.Abs( z2 - z1 ); desc.BodyW = Math.Abs( x2 - x1 ); desc.BodyH = Math.Abs( y2 - y1 ); return desc; } protected BoxDescription MakeRotatedBoxBounds( int x1, int y1, int z1, int x2, int y2, int z2 ) { BoxDescription desc = default( BoxDescription ) .SetModelBounds( x1, y1, z1, x2, y2, z2 ); desc.SidesW = Math.Abs( y2 - y1 ); desc.BodyW = Math.Abs( x2 - x1 ); desc.BodyH = Math.Abs( z2 - z1 ); return desc; } /// Builds a box model assuming the follow texture layout:
/// let SW = sides width, BW = body width, BH = body height
/// ┏━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━┓
/// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃
/// ┃S┈┈┈┈┈┈┈┈┈┈┈S┃S┈┈┈┈top┈┈┈┈S┃S┈┈bottom┈┈┈S┃┈┈┈┈┈┈┈┈┈┈┈┈┃
/// ┃W┈┈┈┈┈┈┈┈┈W┃W┈┈┈┈tex┈┈┈W┃W┈┈┈┈tex┈┈┈┈W┃┈┈┈┈┈┈┈┈┈┈┈┈┃
/// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃
/// ┣━━━━━━━━━━━━━╋━━━━━━━━━━━━━╋━━━━━━━━━━━━━━╋━━━━━━━━━━━━┃
/// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┃
/// ┃B┈┈┈left┈┈┈┈┈B┃B┈┈front┈┈┈┈B┃B┈┈┈right┈┈┈┈B┃B┈┈┈back┈┈┈B┃
/// ┃H┈┈┈tex┈┈┈┈┈H┃H┈┈tex┈┈┈┈┈H┃H┈┈┈tex┈┈┈┈┈H┃H┈┈┈┈tex┈┈┈H┃
/// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┃
/// ┗━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┛
protected ModelPart BuildBox( BoxDescription desc ) { int sidesW = desc.SidesW, bodyW = desc.BodyW, bodyH = desc.BodyH; float x1 = desc.X1, y1 = desc.Y1, z1 = desc.Z1; float x2 = desc.X2, y2 = desc.Y2, z2 = desc.Z2; int x = desc.TexX, y = desc.TexY; YQuad( x + sidesW, y, bodyW, sidesW, x2, x1, z2, z1, y2 ); // top YQuad( x + sidesW + bodyW, y, bodyW, sidesW, x2, x1, z1, z2, y1 ); // bottom ZQuad( x + sidesW, y + sidesW, bodyW, bodyH, x2, x1, y1, y2, z1 ); // front ZQuad( x + sidesW + bodyW + sidesW, y + sidesW, bodyW, bodyH, x1, x2, y1, y2, z2 ); // back XQuad( x, y + sidesW, sidesW, bodyH, z2, z1, y1, y2, x2 ); // left XQuad( x + sidesW + bodyW, y + sidesW, sidesW, bodyH, z1, z2, y1, y2, x1 ); // right return new ModelPart( index - 6 * 4, 6 * 4 ); } /// Builds a box model assuming the follow texture layout:
/// let SW = sides width, BW = body width, BH = body height
/// ┏━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━┓
/// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃
/// ┃S┈┈┈┈┈┈┈┈┈┈┈S┃S┈┈┈┈front┈┈┈S┃S┈┈┈back┈┈┈┈S┃┈┈┈┈┈┈┈┈┈┈┈┈┃
/// ┃W┈┈┈┈┈┈┈┈┈W┃W┈┈┈┈tex┈┈┈W┃W┈┈┈┈tex┈┈┈┈W┃┈┈┈┈┈┈┈┈┈┈┈┈┃
/// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃
/// ┣━━━━━━━━━━━━━╋━━━━━━━━━━━━━╋━━━━━━━━━━━━━━╋━━━━━━━━━━━━┃
/// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┃
/// ┃B┈┈┈left┈┈┈┈┈B┃B┈┈bottom┈┈B┃B┈┈┈right┈┈┈┈B┃B┈┈┈┈top┈┈┈B┃
/// ┃H┈┈┈tex┈┈┈┈┈H┃H┈┈tex┈┈┈┈┈H┃H┈┈┈tex┈┈┈┈┈H┃H┈┈┈┈tex┈┈┈H┃
/// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┃
/// ┗━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┛
protected ModelPart BuildRotatedBox( BoxDescription desc ) { int sidesW = desc.SidesW, bodyW = desc.BodyW, bodyH = desc.BodyH; float x1 = desc.X1, y1 = desc.Y1, z1 = desc.Z1; float x2 = desc.X2, y2 = desc.Y2, z2 = desc.Z2; int x = desc.TexX, y = desc.TexY; ZQuad( x + sidesW, y, bodyW, sidesW, x2, x1, y1, y2, z1 ); // front ZQuad( x + sidesW + bodyW, y, bodyW, sidesW, x1, x2, y2, y1, z2 ); // back YQuad( x + sidesW + bodyW + sidesW, y + sidesW, bodyW, bodyH, x1, x2, z1, z2, y2 ); // top YQuad( x + sidesW, y + sidesW, bodyW, bodyH, x2, x1, z1, z2, y1 ); // bottom XQuad( x, y + sidesW, sidesW, bodyH, y2, y1, z2, z1, x2 ); // left XQuad( x + sidesW + bodyW, y + sidesW, sidesW, bodyH, y1, y2, z2, z1, x1 ); // right // rotate left and right 90 degrees for( int i = index - 8; i < index; i++ ) { ModelVertex vertex = vertices[i]; float z = vertex.Z; vertex.Z = vertex.Y; vertex.Y = z; vertices[i] = vertex; } return new ModelPart( index - 6 * 4, 6 * 4 ); } protected void XQuad( int texX, int texY, int texWidth, int texHeight, float z1, float z2, float y1, float y2, float x ) { vertices[index++] = new ModelVertex( x, y1, z1, texX, texY + texHeight ); vertices[index++] = new ModelVertex( x, y2, z1, texX, texY ); vertices[index++] = new ModelVertex( x, y2, z2, texX + texWidth, texY ); vertices[index++] = new ModelVertex( x, y1, z2, texX + texWidth, texY + texHeight ); } protected void YQuad( int texX, int texY, int texWidth, int texHeight, float x1, float x2, float z1, float z2, float y ) { vertices[index++] = new ModelVertex( x1, y, z2, texX, texY + texHeight ); vertices[index++] = new ModelVertex( x1, y, z1, texX, texY ); vertices[index++] = new ModelVertex( x2, y, z1, texX + texWidth, texY ); vertices[index++] = new ModelVertex( x2, y, z2, texX + texWidth, texY + texHeight ); } protected void ZQuad( int texX, int texY, int texWidth, int texHeight, float x1, float x2, float y1, float y2, float z ) { vertices[index++] = new ModelVertex( x1, y1, z, texX, texY + texHeight ); vertices[index++] = new ModelVertex( x1, y2, z, texX, texY ); vertices[index++] = new ModelVertex( x2, y2, z, texX + texWidth, texY ); vertices[index++] = new ModelVertex( x2, y1, z, texX + texWidth, texY + texHeight ); } protected bool _64x64 = false; protected void DrawPart( ModelPart part ) { float vScale = _64x64 ? 64f : 32f; for( int i = 0; i < part.Count; i++ ) { ModelVertex model = vertices[part.Offset + i]; Vector3 newPos = Utils.RotateY( model.X, model.Y, model.Z, cosA, sinA ) + pos; VertexPos3fTex2fCol4b vertex = default( VertexPos3fTex2fCol4b ); vertex.X = newPos.X; vertex.Y = newPos.Y; vertex.Z = newPos.Z; vertex.R = col.R; vertex.G = col.G; vertex.B = col.B; vertex.A = 255; AdjustUV( model.U, model.V, vScale, i, ref vertex ); cache.vertices[index++] = vertex; } } protected void DrawRotate( float x, float y, float z, float angleX, float angleY, float angleZ, ModelPart part ) { float cosX = (float)Math.Cos( -angleX ), sinX = (float)Math.Sin( -angleX ); float cosY = (float)Math.Cos( -angleY ), sinY = (float)Math.Sin( -angleY ); float cosZ = (float)Math.Cos( -angleZ ), sinZ = (float)Math.Sin( -angleZ ); float vScale = _64x64 ? 64f : 32f; for( int i = 0; i < part.Count; i++ ) { ModelVertex model = vertices[part.Offset + i]; Vector3 loc = new Vector3( model.X - x, model.Y - y, model.Z - z ); loc = Utils.RotateZ( loc.X, loc.Y, loc.Z, cosZ, sinZ ); loc = Utils.RotateY( loc.X, loc.Y, loc.Z, cosY, sinY ); loc = Utils.RotateX( loc.X, loc.Y, loc.Z, cosX, sinX ); VertexPos3fTex2fCol4b vertex = default( VertexPos3fTex2fCol4b ); Vector3 newPos = Utils.RotateY( loc.X + x, loc.Y + y, loc.Z + z, cosA, sinA ) + pos; vertex.X = newPos.X; vertex.Y = newPos.Y; vertex.Z = newPos.Z; vertex.R = col.R; vertex.G = col.G; vertex.B = col.B; vertex.A = 255; AdjustUV( model.U, model.V, vScale, i, ref vertex ); cache.vertices[index++] = vertex; } } void AdjustUV( ushort u, ushort v, float vScale, int i, ref VertexPos3fTex2fCol4b vertex ) { vertex.U = u / 64f; vertex.V = v / vScale; int quadIndex = i % 4; if( quadIndex == 0 || quadIndex == 3 ) vertex.V -= 0.01f / vScale; if( quadIndex == 2 || quadIndex == 3 ) vertex.U -= 0.01f / 64f; } [StructLayout( LayoutKind.Sequential, Pack = 1 )] protected struct ModelVertex { public float X, Y, Z; public ushort U, V; public ModelVertex( float x, float y, float z, int u, int v ) { X = x; Y = y; Z = z; U = (ushort)u; V = (ushort)v; } } } }