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