mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-06 12:37:28 -04:00
178 lines
7.8 KiB
C#
178 lines
7.8 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Renderers;
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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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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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/// <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( Player player );
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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 cosA, sinA;
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/// <summary> Renders the model based on the given entity's position and orientation. </summary>
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public void RenderModel( Player p ) {
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index = 0;
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pos = p.Position;
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cosA = (float)Math.Cos( p.YawRadians );
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sinA = (float)Math.Sin( p.YawRadians );
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Map map = game.Map;
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col = game.Map.IsLit( Vector3I.Floor( p.EyePosition ) ) ? map.Sunlight : map.Shadowlight;
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graphics.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b );
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DrawPlayerModel( p );
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graphics.DrawDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
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}
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protected abstract void DrawPlayerModel( Player p );
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public virtual void Dispose() {
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}
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protected FastColour col;
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protected ModelVertex[] vertices;
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protected int index;
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protected ModelPart MakeBox( int x, int y, int sidesW, int sidesH, int endsW, int endsH, int bodyW, int bodyH,
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float x1, float x2, float y1, float y2, float z1, float z2, bool _64x64 ) {
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YQuad( x + sidesW, y, endsW, endsH, x2, x1, z2, z1, y2, _64x64 ); // top
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YQuad( x + sidesW + bodyW, y, endsW, endsH, x2, x1, z1, z2, y1, _64x64 ); // bottom
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ZQuad( x + sidesW, y + endsH, bodyW, bodyH, x2, x1, y1, y2, z1, _64x64 ); // front
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ZQuad( x + sidesW + bodyW + sidesW, y + endsH, bodyW, bodyH, x1, x2, y1, y2, z2, _64x64 ); // back
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XQuad( x, y + endsH, sidesW, sidesH, z2, z1, y1, y2, x2, _64x64 ); // left
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XQuad( x + sidesW + bodyW, y + endsH, sidesW, sidesH, z1, z2, y1, y2, x1, _64x64 ); // right
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return new ModelPart( index - 6 * 4, 6 * 4 );
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}
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protected ModelPart MakeRotatedBox( int x, int y, int sidesW, int sidesH, int endsW, int endsH, int bodyW, int bodyH,
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float x1, float x2, float y1, float y2, float z1, float z2, bool _64x64 ) {
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YQuad( x + sidesW + bodyW + sidesW, y + endsH, bodyW, bodyH, x1, x2, z1, z2, y2, _64x64 ); // top
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YQuad( x + sidesW, y + endsH, bodyW, bodyH, x2, x1, z1, z2, y1, _64x64 ); // bottom
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ZQuad( x + sidesW, y, endsW, endsH, x2, x1, y1, y2, z1, _64x64 ); // front
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ZQuad( x + sidesW + bodyW, y, endsW, endsH, x2, x1, y2, y1, z2, _64x64 ); // back
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XQuad( x, y + endsH, sidesW, sidesH, y2, y1, z2, z1, x2, _64x64 ); // left
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XQuad( x + sidesW + bodyW, y + endsH, sidesW, sidesH, y1, y2, z2, z1, x1, _64x64 ); // right
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// rotate left and right 90 degrees
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for( int i = index - 8; i < index; i++ ) {
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ModelVertex vertex = vertices[i];
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float z = vertex.Z;
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vertex.Z = vertex.Y;
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vertex.Y = z;
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vertices[i] = vertex;
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}
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return new ModelPart( index - 6 * 4, 6 * 4 );
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}
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protected void XQuad( int texX, int texY, int texWidth, int texHeight,
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float z1, float z2, float y1, float y2, float x, bool _64x64 ) {
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vertices[index++] = new ModelVertex( x, y1, z1, texX, texY + texHeight );
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vertices[index++] = new ModelVertex( x, y2, z1, texX, texY );
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vertices[index++] = new ModelVertex( x, y2, z2, texX + texWidth, texY );
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vertices[index++] = new ModelVertex( x, y1, z2, texX + texWidth, texY + texHeight );
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}
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protected void YQuad( int texX, int texY, int texWidth, int texHeight,
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float x1, float x2, float z1, float z2, float y, bool _64x64 ) {
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vertices[index++] = new ModelVertex( x1, y, z2, texX, texY + texHeight );
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vertices[index++] = new ModelVertex( x1, y, z1, texX, texY );
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vertices[index++] = new ModelVertex( x2, y, z1, texX + texWidth, texY );
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vertices[index++] = new ModelVertex( x2, y, z2, texX + texWidth, texY + texHeight );
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}
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protected void ZQuad( int texX, int texY, int texWidth, int texHeight,
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float x1, float x2, float y1, float y2, float z, bool _64x64 ) {
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vertices[index++] = new ModelVertex( x1, y1, z, texX, texY + texHeight );
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vertices[index++] = new ModelVertex( x1, y2, z, texX, texY );
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vertices[index++] = new ModelVertex( x2, y2, z, texX + texWidth, texY );
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vertices[index++] = new ModelVertex( x2, y1, z, texX + texWidth, texY + texHeight );
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}
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protected bool _64x64 = false;
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protected void DrawPart( ModelPart part ) {
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float vScale = _64x64 ? 64f : 32f;
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for( int i = 0; i < part.Count; i++ ) {
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ModelVertex model = vertices[part.Offset + i];
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Vector3 newPos = Utils.RotateY( model.X, model.Y, model.Z, cosA, sinA ) + pos;
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VertexPos3fTex2fCol4b vertex = default( VertexPos3fTex2fCol4b );
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vertex.X = newPos.X; vertex.Y = newPos.Y; vertex.Z = newPos.Z;
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vertex.R = col.R; vertex.G = col.G; vertex.B = col.B; vertex.A = 255;
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AdjustUV( model.U, model.V, vScale, i, ref vertex );
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cache.vertices[index++] = vertex;
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}
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}
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protected void DrawRotate( float x, float y, float z, float angleX, float angleY, float angleZ, ModelPart part ) {
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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 vScale = _64x64 ? 64f : 32f;
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for( int i = 0; i < part.Count; i++ ) {
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ModelVertex model = vertices[part.Offset + i];
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Vector3 loc = new Vector3( model.X - x, model.Y - y, model.Z - z );
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loc = Utils.RotateZ( loc.X, loc.Y, loc.Z, cosZ, sinZ );
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loc = Utils.RotateY( loc.X, loc.Y, loc.Z, cosY, sinY );
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loc = Utils.RotateX( loc.X, loc.Y, loc.Z, cosX, sinX );
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VertexPos3fTex2fCol4b vertex = default( VertexPos3fTex2fCol4b );
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Vector3 newPos = Utils.RotateY( loc.X + x, loc.Y + y, loc.Z + z, cosA, sinA ) + pos;
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vertex.X = newPos.X; vertex.Y = newPos.Y; vertex.Z = newPos.Z;
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vertex.R = col.R; vertex.G = col.G; vertex.B = col.B; vertex.A = 255;
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AdjustUV( model.U, model.V, vScale, i, ref vertex );
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cache.vertices[index++] = vertex;
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}
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}
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void AdjustUV( ushort u, ushort v, float vScale, int i, ref VertexPos3fTex2fCol4b vertex ) {
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vertex.U = u / 64f; vertex.V = v / vScale;
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int quadIndex = i % 4;
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if( quadIndex == 0 || quadIndex == 3 )
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vertex.V -= 0.01f / vScale;
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if( quadIndex == 2 || quadIndex == 3 )
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vertex.U -= 0.01f / 64f;
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}
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[StructLayout( LayoutKind.Sequential, Pack = 1 )]
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protected struct ModelVertex {
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public float X, Y, Z;
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public ushort U, V;
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public ModelVertex( float x, float y, float z, int u, int v ) {
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X = x; Y = y; Z = z;
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U = (ushort)u; V = (ushort)v;
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}
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}
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}
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} |