// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.Entities; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Map; 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 const int quadVertices = 4; protected const int boxVertices = 6 * quadVertices; protected RotateOrder Rotate = RotateOrder.ZYX; internal CachedModel data; public IModel( Game game ) { this.game = game; } internal abstract void CreateParts(); /// Whether the entity should be slightly bobbed up and down when rendering. /// e.g. for players when their legs are at the peak of their swing, /// the whole model will be moved slightly down. public abstract bool Bobbing { get; } /// 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( Entity entity ); /// The maximum scale the entity can have (for collisions and rendering). public virtual float MaxScale { get { return 2; } } /// Scaling factor applied, multiplied by the entity's current model scale. public virtual float ShadowScale { get { return 1; } } /// Scaling factor applied, multiplied by the entity's current model scale. public virtual float NameScale { get { return 1; } } /// 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 AABB PickingBounds { get; } protected Vector3 pos; protected float cosYaw, sinYaw, cosHead, sinHead; protected float uScale, vScale, scale; /// Returns whether the model should be rendered based on the given entity's position. public virtual bool ShouldRender( Entity p, FrustumCulling culling ) { Vector3 pos = p.Position; AABB bb = PickingBounds; float maxLen = Math.Max( bb.Width, Math.Max( bb.Height, bb.Length ) ) * p.ModelScale; pos.Y += bb.Height / 2; // centre Y coordinate return culling.SphereInFrustum( pos.X, pos.Y, pos.Z, maxLen ); } /// Returns the closest distance of the given entity to the camera. public virtual float RenderDistance( Entity p ) { Vector3 pos = p.Position; AABB bb = PickingBounds; pos.Y += bb.Height / 2; // centre Y coordinate Vector3 cPos = game.CurrentCameraPos; float dx = MinDist( cPos.X - pos.X, bb.Width / 2 ); float dy = MinDist( cPos.Y - pos.Y, bb.Height / 2 ); float dz = MinDist( cPos.Z - pos.Z, bb.Length / 2 ); return dx * dx + dy * dy + dz * dz; } static float MinDist( float dist, float extent ) { // Compare min coord, centre coord, and max coord float dMin = Math.Abs( dist - extent ), dMax = Math.Abs( dist + extent ); return Math.Min( Math.Abs( dist ), Math.Min( dMin, dMax ) ); } /// Renders the model based on the given entity's position and orientation. public void Render( Player p ) { index = 0; pos = p.Position; if( Bobbing ) pos.Y += p.anim.bobbingModel; World map = game.World; col = game.World.IsLit( p.EyePosition ) ? map.Env.Sunlight : map.Env.Shadowlight; uScale = 1 / 64f; vScale = 1 / 32f; scale = p.ModelScale; cols[0] = col.Pack(); cols[1] = FastColour.Scale( col, FastColour.ShadeYBottom ).Pack(); cols[2] = FastColour.Scale( col, FastColour.ShadeZ ).Pack(); cols[3] = cols[2]; cols[4] = FastColour.Scale( col, FastColour.ShadeX ).Pack(); cols[5] = cols[4]; otherCol = FastColour.Scale( col, 0.7f ).Pack(); cosYaw = (float)Math.Cos( p.YawDegrees * Utils.Deg2Rad ); sinYaw = (float)Math.Sin( p.YawDegrees * Utils.Deg2Rad ); cosHead = (float)Math.Cos( p.HeadYawDegrees * Utils.Deg2Rad ); sinHead = (float)Math.Sin( p.HeadYawDegrees * Utils.Deg2Rad ); game.Graphics.SetBatchFormat( VertexFormat.P3fT2fC4b ); DrawModel( p ); } protected abstract void DrawModel( Player p ); protected void UpdateVB() { ModelCache cache = game.ModelCache; game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 ); index = 0; } public virtual void Dispose() { } protected FastColour col; protected int[] cols = new int[6]; protected int otherCol; protected internal ModelVertex[] vertices; protected internal int index, texIndex; protected int GetTexture( int pTex ) { return pTex > 0 ? pTex : game.ModelCache.Textures[texIndex].TexID; } protected BoxDesc MakeBoxBounds( int x1, int y1, int z1, int x2, int y2, int z2 ) { return ModelBuilder.MakeBoxBounds( x1, y1, z1, x2, y2, z2 ); } protected BoxDesc MakeRotatedBoxBounds( int x1, int y1, int z1, int x2, int y2, int z2 ) { return ModelBuilder.MakeRotatedBoxBounds( x1, y1, z1, x2, y2, z2 ); } protected ModelPart BuildBox( BoxDesc desc ) { return ModelBuilder.BuildBox( this, desc ); } protected ModelPart BuildRotatedBox( BoxDesc desc ) { return ModelBuilder.BuildRotatedBox( this, desc ); } protected void DrawPart( ModelPart part ) { VertexP3fT2fC4b vertex = default( VertexP3fT2fC4b ); VertexP3fT2fC4b[] finVertices = game.ModelCache.vertices; for( int i = 0; i < part.Count; i++ ) { ModelVertex v = vertices[part.Offset + i]; float t = cosYaw * v.X - sinYaw * v.Z; v.Z = sinYaw * v.X + cosYaw * v.Z; v.X = t; // Inlined RotY v.X *= scale; v.Y *= scale; v.Z *= scale; v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z; vertex.X = v.X; vertex.Y = v.Y; vertex.Z = v.Z; vertex.Colour = part.Count == boxVertices ? cols[i >> 2] : otherCol; vertex.U = v.U * uScale; vertex.V = v.V * vScale; int quadI = i & 3; if( quadI == 0 || quadI == 3 ) vertex.V -= 0.01f * vScale; if( quadI == 2 || quadI == 3 ) vertex.U -= 0.01f * uScale; finVertices[index++] = vertex; } } protected void DrawRotate( float angleX, float angleY, float angleZ, ModelPart part ) { DrawRotated( angleX, angleY, angleZ, part, false ); } protected void DrawHeadRotate( float angleX, float angleY, float angleZ, ModelPart part ) { DrawRotated( angleX, angleY, angleZ, part, true ); } protected void DrawRotated( float angleX, float angleY, float angleZ, ModelPart part, bool head ) { 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 x = part.RotX, y = part.RotY, z = part.RotZ; VertexP3fT2fC4b vertex = default( VertexP3fT2fC4b ); VertexP3fT2fC4b[] finVertices = game.ModelCache.vertices; for( int i = 0; i < part.Count; i++ ) { ModelVertex v = vertices[part.Offset + i]; v.X -= x; v.Y -= y; v.Z -= z; float t = 0; // Rotate locally if( Rotate == RotateOrder.ZYX ) { t = cosZ * v.X + sinZ * v.Y; v.Y = -sinZ * v.X + cosZ * v.Y; v.X = t; // Inlined RotZ t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX } else if( Rotate == RotateOrder.XZY ) { t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX t = cosZ * v.X + sinZ * v.Y; v.Y = -sinZ * v.X + cosZ * v.Y; v.X = t; // Inlined RotZ t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY } // Rotate globally if( !head ) { v.X += x; v.Y += y; v.Z += z; t = cosYaw * v.X - sinYaw * v.Z; v.Z = sinYaw * v.X + cosYaw * v.Z; v.X = t; // Inlined RotY } else { t = cosHead * v.X - sinHead * v.Z; v.Z = sinHead * v.X + cosHead * v.Z; v.X = t; // Inlined RotY float tX = x, tZ = z; t = cosYaw * tX - sinYaw * tZ; tZ = sinYaw * tX + cosYaw * tZ; tX = t; // Inlined RotY v.X += tX; v.Y += y; v.Z += tZ; } v.X *= scale; v.Y *= scale; v.Z *= scale; v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z; vertex.X = v.X; vertex.Y = v.Y; vertex.Z = v.Z; vertex.Colour = part.Count == boxVertices ? cols[i >> 2] : otherCol; vertex.U = v.U * uScale; vertex.V = v.V * vScale; int quadI = i & 3; if( quadI == 0 || quadI == 3 ) vertex.V -= 0.01f * vScale; if( quadI == 2 || quadI == 3 ) vertex.U -= 0.01f * vScale; finVertices[index++] = vertex; } } protected enum RotateOrder { ZYX, XZY } } }