#include "../Platform/stdafx.h" #include "Models/Model.h" #include "Models/ModelPart.h" #include "Cube.h" // 4J - added - helper function to set up vertex arrays VertexArray Cube::VertexArray4(Vertex* v0, Vertex* v1, Vertex* v2, Vertex* v3) { VertexArray ret = VertexArray(4); ret[0] = v0; ret[1] = v1; ret[2] = v2; ret[3] = v3; return ret; } // void Cube::addBox(float x0, float y0, float z0, int w, int h, int d, float g) Cube::Cube(ModelPart* modelPart, int xTexOffs, int yTexOffs, float x0, float y0, float z0, int w, int h, int d, float g, int faceMask /* = 63 */, bool bFlipPoly3UVs) : // 4J - added faceMask, added bFlipPoly3UVs to reverse the uvs back so // player skins display right x0(x0), y0(y0), z0(z0), x1(x0 + w), y1(y0 + h), z1(z0 + d) { // this->x0 = x0; // this->y0 = y0; // this->z0 = z0; // this->x1 = x0 + w; // this->y1 = y0 + h; // this->z1 = z0 + d; vertices = VertexArray(8); polygons = PolygonArray(6); float x1 = x0 + w; float y1 = y0 + h; float z1 = z0 + d; x0 -= g; y0 -= g; z0 -= g; x1 += g; y1 += g; z1 += g; if (modelPart->bMirror) { float tmp = x1; x1 = x0; x0 = tmp; } Vertex* u0 = new Vertex(x0, y0, z0, 0, 0); Vertex* u1 = new Vertex(x1, y0, z0, 0, 8); Vertex* u2 = new Vertex(x1, y1, z0, 8, 8); Vertex* u3 = new Vertex(x0, y1, z0, 8, 0); Vertex* l0 = new Vertex(x0, y0, z1, 0, 0); Vertex* l1 = new Vertex(x1, y0, z1, 0, 8); Vertex* l2 = new Vertex(x1, y1, z1, 8, 8); Vertex* l3 = new Vertex(x0, y1, z1, 8, 0); vertices[0] = u0; vertices[1] = u1; vertices[2] = u2; vertices[3] = u3; vertices[4] = l0; vertices[5] = l1; vertices[6] = l2; vertices[7] = l3; // 4J - added ability to mask individual faces int faceCount = 0; if (faceMask & 1) polygons[faceCount++] = new _Polygon(VertexArray4(l1, u1, u2, l2), xTexOffs + d + w, yTexOffs + d, xTexOffs + d + w + d, yTexOffs + d + h, modelPart->xTexSize, modelPart->yTexSize); // Right if (faceMask & 2) polygons[faceCount++] = new _Polygon(VertexArray4(u0, l0, l3, u3), xTexOffs + 0, yTexOffs + d, xTexOffs + d, yTexOffs + d + h, modelPart->xTexSize, modelPart->yTexSize); // Left if (faceMask & 4) polygons[faceCount++] = new _Polygon(VertexArray4(l1, l0, u0, u1), xTexOffs + d, yTexOffs + 0, xTexOffs + d + w, yTexOffs + d, modelPart->xTexSize, modelPart->yTexSize); // Up if (bFlipPoly3UVs) { if (faceMask & 8) polygons[faceCount++] = new _Polygon(VertexArray4(u2, u3, l3, l2), xTexOffs + d + w, yTexOffs + 0, xTexOffs + d + w + w, yTexOffs + d, modelPart->xTexSize, modelPart->yTexSize); // Down } else { if (faceMask & 8) polygons[faceCount++] = new _Polygon(VertexArray4(u2, u3, l3, l2), xTexOffs + d + w, yTexOffs + d, xTexOffs + d + w + w, yTexOffs + 0, modelPart->xTexSize, modelPart->yTexSize); // Down } if (faceMask & 16) polygons[faceCount++] = new _Polygon(VertexArray4(u1, u0, u3, u2), xTexOffs + d, yTexOffs + d, xTexOffs + d + w, yTexOffs + d + h, modelPart->xTexSize, modelPart->yTexSize); // Front if (faceMask & 32) polygons[faceCount++] = new _Polygon( VertexArray4(l0, l1, l2, l3), xTexOffs + d + w + d, yTexOffs + d, xTexOffs + d + w + d + w, yTexOffs + d + h, modelPart->xTexSize, modelPart->yTexSize); // Back polygons.length = faceCount; if (modelPart->bMirror) { for (unsigned int i = 0; i < polygons.length; i++) polygons[i]->mirror(); } } void Cube::render(Tesselator* t, float scale) { for (int i = 0; i < polygons.length; i++) { polygons[i]->render(t, scale); } } Cube* Cube::setId(const std::wstring& id) { this->id = id; return this; }