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178 lines
7.1 KiB
C#
178 lines
7.1 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using ClassicalSharp.Entities;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Map;
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using OpenTK;
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namespace ClassicalSharp.Model {
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/// <summary> Contains a set of quads and/or boxes that describe a 3D object as well as
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/// the bounding boxes that contain the entire set of quads and/or boxes. </summary>
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public abstract class IModel : IDisposable {
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protected Game game;
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protected ModelCache cache;
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protected IGraphicsApi graphics;
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protected const int quadVertices = 4;
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protected const int boxVertices = 6 * quadVertices;
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protected RotateOrder Rotate = RotateOrder.ZYX;
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public IModel( Game game ) {
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this.game = game;
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graphics = game.Graphics;
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cache = game.ModelCache;
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}
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internal abstract void CreateParts();
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/// <summary> Whether the entity should be slightly bobbed up and down when rendering. </summary>
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/// <remarks> e.g. for players when their legs are at the peak of their swing,
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/// the whole model will be moved slightly down. </remarks>
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public abstract bool Bobbing { get; }
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/// <summary> Vertical offset from the model's feet/base that the name texture should be drawn at. </summary>
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public abstract float NameYOffset { get; }
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/// <summary> Vertical offset from the model's feet/base that the model's eye is located. </summary>
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public abstract float GetEyeY( Entity entity );
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/// <summary> The size of the bounding box that is used when
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/// performing collision detection for this model. </summary>
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public abstract Vector3 CollisionSize { get; }
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/// <summary> Bounding box that contains this model,
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/// assuming that the model is not rotated at all.</summary>
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public abstract BoundingBox PickingBounds { get; }
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protected Vector3 pos;
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protected float cosYaw, sinYaw, cosHead, sinHead;
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protected float uScale, vScale;
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/// <summary> Renders the model based on the given entity's position and orientation. </summary>
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public void Render( Player p ) {
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index = 0;
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pos = p.Position;
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if( Bobbing ) pos.Y += p.anim.bobYOffset;
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World map = game.World;
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col = game.World.IsLit( Vector3I.Floor( p.EyePosition ) ) ? map.Sunlight : map.Shadowlight;
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uScale = 1 / 64f; vScale = 1 / 32f;
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cols[0] = col;
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cols[1] = FastColour.Scale( col, FastColour.ShadeYBottom );
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cols[2] = FastColour.Scale( col, FastColour.ShadeZ ); cols[3] = cols[2];
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cols[4] = FastColour.Scale( col, FastColour.ShadeX ); cols[5] = cols[4];
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cosYaw = (float)Math.Cos( p.YawDegrees * Utils.Deg2Rad );
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sinYaw = (float)Math.Sin( p.YawDegrees * Utils.Deg2Rad );
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cosHead = (float)Math.Cos( p.HeadYawDegrees * Utils.Deg2Rad );
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sinHead = (float)Math.Sin( p.HeadYawDegrees * Utils.Deg2Rad );
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graphics.SetBatchFormat( VertexFormat.P3fT2fC4b );
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DrawModel( p );
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}
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protected abstract void DrawModel( Player p );
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public virtual void Dispose() { }
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protected FastColour col;
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protected FastColour[] cols = new FastColour[6];
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protected internal ModelVertex[] vertices;
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protected internal int index;
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protected BoxDesc MakeBoxBounds( int x1, int y1, int z1, int x2, int y2, int z2 ) {
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return ModelBuilder.MakeBoxBounds( x1, y1, z1, x2, y2, z2 );
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}
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protected BoxDesc MakeRotatedBoxBounds( int x1, int y1, int z1, int x2, int y2, int z2 ) {
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return ModelBuilder.MakeRotatedBoxBounds( x1, y1, z1, x2, y2, z2 );
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}
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protected ModelPart BuildBox( BoxDesc desc ) {
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return ModelBuilder.BuildBox( this, desc );
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}
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protected ModelPart BuildRotatedBox( BoxDesc desc ) {
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return ModelBuilder.BuildRotatedBox( this, desc );
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}
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protected void DrawPart( ModelPart part ) {
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VertexP3fT2fC4b vertex = default( VertexP3fT2fC4b );
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for( int i = 0; i < part.Count; i++ ) {
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ModelVertex v = vertices[part.Offset + i];
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float t = cosYaw * v.X - sinYaw * v.Z; v.Z = sinYaw * v.X + cosYaw * v.Z; v.X = t; // Inlined RotY
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v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z;
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FastColour col = part.Count == boxVertices ?
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cols[i >> 2] : FastColour.Scale( this.col, 0.7f );
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vertex.X = v.X; vertex.Y = v.Y; vertex.Z = v.Z;
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vertex.R = col.R; vertex.G = col.G; vertex.B = col.B; vertex.A = 255;
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vertex.U = v.U * uScale; vertex.V = v.V * vScale;
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int quadI = i & 3;
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if( quadI == 0 || quadI == 3 ) vertex.V -= 0.01f * vScale;
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if( quadI == 2 || quadI == 3 ) vertex.U -= 0.01f * uScale;
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cache.vertices[index++] = vertex;
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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( 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( angleX, angleY, angleZ, part, true );
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}
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protected void DrawRotated( 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 cosY = (float)Math.Cos( -angleY ), sinY = (float)Math.Sin( -angleY );
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float cosZ = (float)Math.Cos( -angleZ ), sinZ = (float)Math.Sin( -angleZ );
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float x = part.RotX, y = part.RotY, z = part.RotZ;
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VertexP3fT2fC4b vertex = default( VertexP3fT2fC4b );
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for( int i = 0; i < part.Count; i++ ) {
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ModelVertex v = vertices[part.Offset + i];
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v.X -= x; v.Y -= y; v.Z -= z;
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float t = 0;
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// Rotate locally
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if( Rotate == RotateOrder.ZYX ) {
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t = cosZ * v.X + sinZ * v.Y; v.Y = -sinZ * v.X + cosZ * v.Y; v.X = t; // Inlined RotZ
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t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY
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t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX
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} else if( Rotate == RotateOrder.XZY ) {
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t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t; // Inlined RotX
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t = cosZ * v.X + sinZ * v.Y; v.Y = -sinZ * v.X + cosZ * v.Y; v.X = t; // Inlined RotZ
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t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t; // Inlined RotY
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}
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// Rotate globally
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if( !head ) {
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v.X += x; v.Y += y; v.Z += z;
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t = cosYaw * v.X - sinYaw * v.Z; v.Z = sinYaw * v.X + cosYaw * v.Z; v.X = t; // Inlined RotY
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} else {
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t = cosHead * v.X - sinHead * v.Z; v.Z = sinHead * v.X + cosHead * v.Z; v.X = t; // Inlined RotY
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float tX = x, tZ = z;
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t = cosYaw * tX - sinYaw * tZ; tZ = sinYaw * tX + cosYaw * tZ; tX = t; // Inlined RotY
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v.X += tX; v.Y += y; v.Z += tZ;
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}
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v.X += pos.X; v.Y += pos.Y; v.Z += pos.Z;
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FastColour col = part.Count == boxVertices ?
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cols[i >> 2] : FastColour.Scale( this.col, 0.7f );
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vertex.X = v.X; vertex.Y = v.Y; vertex.Z = v.Z;
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vertex.R = col.R; vertex.G = col.G; vertex.B = col.B; vertex.A = 255;
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vertex.U = v.U * uScale; vertex.V = v.V * vScale;
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int quadI = i & 3;
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if( quadI == 0 || quadI == 3 ) vertex.V -= 0.01f * vScale;
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if( quadI == 2 || quadI == 3 ) vertex.U -= 0.01f * vScale;
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cache.vertices[index++] = vertex;
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}
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}
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protected enum RotateOrder { ZYX, XZY }
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}
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} |