223 lines
8.9 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using ClassicalSharp.Entities;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Map;
using OpenTK;
namespace ClassicalSharp.Model {
/// <summary> 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. </summary>
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();
/// <summary> Whether the entity should be slightly bobbed up and down when rendering. </summary>
/// <remarks> e.g. for players when their legs are at the peak of their swing,
/// the whole model will be moved slightly down. </remarks>
public abstract bool Bobbing { get; }
/// <summary> Vertical offset from the model's feet/base that the name texture should be drawn at. </summary>
public abstract float NameYOffset { get; }
/// <summary> Vertical offset from the model's feet/base that the model's eye is located. </summary>
public abstract float GetEyeY( Entity entity );
/// <summary> The maximum scale the entity can have (for collisions and rendering). </summary>
public virtual float MaxScale { get { return 2; } }
/// <summary> Scaling factor applied, multiplied by the entity's current model scale. </summary>
public virtual float ShadowScale { get { return 1; } }
/// <summary> Scaling factor applied, multiplied by the entity's current model scale. </summary>
public virtual float NameScale { get { return 1; } }
/// <summary> The size of the bounding box that is used when
/// performing collision detection for this model. </summary>
public abstract Vector3 CollisionSize { get; }
/// <summary> Bounding box that contains this model,
/// assuming that the model is not rotated at all.</summary>
public abstract AABB PickingBounds { get; }
protected Vector3 pos;
protected float cosYaw, sinYaw, cosHead, sinHead;
protected float uScale, vScale, scale;
/// <summary> Returns whether the model should be rendered based on the given entity's position. </summary>
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 );
}
/// <summary> Returns the closest distance of the given entity to the camera. </summary>
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 ) );
}
/// <summary> Renders the model based on the given entity's position and orientation. </summary>
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 }
}
}