Files
2026-03-01 12:16:08 +08:00

114 lines
3.6 KiB
C++

#include "stdafx.h"
#include "Model.h"
#include "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 wstring &id)
{
this->id = id;
return this;
}