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178 lines
7.0 KiB
C#
178 lines
7.0 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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/// <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 )
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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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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.Pos3fTex2fCol4b );
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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 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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Utils.RotateY( ref model.X, ref model.Z, cosYaw, sinYaw );
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model.X += pos.X; model.Y += pos.Y; model.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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VertexP3fT2fC4b vertex = default( VertexP3fT2fC4b );
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vertex.X = model.X; vertex.Y = model.Y; vertex.Z = model.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 = model.U / 64f; vertex.V = model.V / vScale;
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int quadI = i % 4;
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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 / 64f;
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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( part.RotX, part.RotY, part.RotZ, 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( part.RotX, part.RotY, part.RotZ, angleX, angleY, angleZ, part, true );
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}
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protected void DrawRotated( float x, float y, float z, 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 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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model.X -= x; model.Y -= y; model.Z -= z;
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// Rotate locally
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if( Rotate == RotateOrder.ZYX ) {
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Utils.RotateZ( ref model.X, ref model.Y, cosZ, sinZ );
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Utils.RotateY( ref model.X, ref model.Z, cosY, sinY );
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Utils.RotateX( ref model.Y, ref model.Z, cosX, sinX );
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} else if( Rotate == RotateOrder.XZY ) {
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Utils.RotateX( ref model.Y, ref model.Z, cosX, sinX );
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Utils.RotateZ( ref model.X, ref model.Y, cosZ, sinZ );
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Utils.RotateY( ref model.X, ref model.Z, cosY, sinY );
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}
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// Rotate globally
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if( !head) {
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model.X += x; model.Y += y; model.Z += z;
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Utils.RotateY( ref model.X, ref model.Z, cosYaw, sinYaw );
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} else {
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Utils.RotateY( ref model.X, ref model.Z, cosHead, sinHead );
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float tempX = x, tempZ = z;
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Utils.RotateY( ref tempX, ref tempZ, cosYaw, sinYaw );
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model.X += tempX; model.Y += y; model.Z += tempZ;
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}
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model.X += pos.X; model.Y += pos.Y; model.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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VertexP3fT2fC4b vertex = default( VertexP3fT2fC4b );
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vertex.X = model.X; vertex.Y = model.Y; vertex.Z = model.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 = model.U / 64f; vertex.V = model.V / vScale;
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int quadI = i % 4;
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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 / 64f;
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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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} |