114 lines
3.6 KiB
C++
114 lines
3.6 KiB
C++
#include "stdafx.h"
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#include "Model.h"
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#include "ModelPart.h"
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#include "Cube.h"
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// 4J - added - helper function to set up vertex arrays
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VertexArray Cube::VertexArray4(Vertex *v0, Vertex *v1, Vertex *v2, Vertex *v3)
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{
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VertexArray ret = VertexArray(4);
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ret[0] = v0;
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ret[1] = v1;
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ret[2] = v2;
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ret[3] = v3;
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return ret;
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}
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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, 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
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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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{
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// this->x0 = x0;
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// this->y0 = y0;
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// this->z0 = z0;
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// this->x1 = x0 + w;
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// this->y1 = y0 + h;
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// this->z1 = z0 + d;
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vertices = VertexArray(8);
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polygons = PolygonArray(6);
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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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{
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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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Vertex *u0 = new Vertex(x0, y0, z0, 0, 0);
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Vertex *u1 = new Vertex(x1, y0, z0, 0, 8);
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Vertex *u2 = new Vertex(x1, y1, z0, 8, 8);
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Vertex *u3 = new Vertex(x0, y1, z0, 8, 0);
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Vertex *l0 = new Vertex(x0, y0, z1, 0, 0);
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Vertex *l1 = new Vertex(x1, y0, z1, 0, 8);
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Vertex *l2 = new Vertex(x1, y1, z1, 8, 8);
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Vertex *l3 = new 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 ) 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
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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
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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
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if(bFlipPoly3UVs)
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{
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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
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}
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else
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{
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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
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}
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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
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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
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polygons.length = faceCount;
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if (modelPart->bMirror)
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{
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for (unsigned int i = 0; i < polygons.length; 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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{
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for (int i = 0; i < polygons.length; i++)
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{
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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 wstring &id)
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{
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this->id = id;
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return this;
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}
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