This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
324 lines
6.4 KiB
C++
324 lines
6.4 KiB
C++
#include "stdafx.h"
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#include "TexOffs.h"
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#include "ModelPart.h"
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#include "Cube.h"
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const float ModelPart::RAD = (180.0f / PI);
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void ModelPart::_init()
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{
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xTexSize = 64.0f;
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yTexSize = 32.0f;
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list = 0;
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compiled=false;
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bMirror = false;
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visible = true;
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neverRender = false;
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x=y=z = 0.0f;
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xRot=yRot=zRot = 0.0f;
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translateX = translateY = translateZ = 0.0f;
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}
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ModelPart::ModelPart()
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{
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_init();
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}
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ModelPart::ModelPart(Model *model, const wstring& id)
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{
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construct(model, id);
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}
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ModelPart::ModelPart(Model *model)
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{
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construct(model);
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}
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ModelPart::ModelPart(Model *model, int xTexOffs, int yTexOffs)
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{
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construct(model, xTexOffs, yTexOffs);
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}
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void ModelPart::construct(Model *model, const wstring& id)
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{
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_init();
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this->model = model;
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model->cubes.push_back(this);
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this->id = id;
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setTexSize(model->texWidth, model->texHeight);
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}
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void ModelPart::construct(Model *model)
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{
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_init();
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construct(model, L"");
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}
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void ModelPart::construct(Model *model, int xTexOffs, int yTexOffs)
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{
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_init();
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construct(model);
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texOffs(xTexOffs, yTexOffs);
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}
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void ModelPart::addChild(ModelPart *child)
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{
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//if (children == NULL) children = new ModelPartArray;
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children.push_back(child);
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}
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ModelPart * ModelPart::retrieveChild(SKIN_BOX *pBox)
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{
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for( ModelPart *child : children )
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{
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for ( const Cube *pCube : child->cubes )
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{
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if((pCube->x0==pBox->fX) &&
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(pCube->y0==pBox->fY) &&
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(pCube->z0==pBox->fZ) &&
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(pCube->x1==(pBox->fX + pBox->fW)) &&
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(pCube->y1==(pBox->fY + pBox->fH)) &&
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(pCube->z1==(pBox->fZ + pBox->fD))
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)
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{
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return child;
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break;
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}
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}
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}
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return NULL;
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}
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ModelPart *ModelPart::mirror()
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{
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bMirror = !bMirror;
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return this;
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}
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ModelPart *ModelPart::texOffs(int xTexOffs, int yTexOffs)
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{
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this->xTexOffs = xTexOffs;
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this->yTexOffs = yTexOffs;
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return this;
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}
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ModelPart *ModelPart::addBox(wstring id, float x0, float y0, float z0, int w, int h, int d)
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{
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id = this->id + L"." + id;
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TexOffs *offs = model->getMapTex(id);
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texOffs(offs->x, offs->y);
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cubes.push_back((new Cube(this, xTexOffs, yTexOffs, x0, y0, z0, w, h, d, 0))->setId(id));
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return this;
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}
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ModelPart *ModelPart::addBox(float x0, float y0, float z0, int w, int h, int d)
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{
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cubes.push_back(new Cube(this, xTexOffs, yTexOffs, x0, y0, z0, w, h, d, 0));
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return this;
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}
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void ModelPart::addHumanoidBox(float x0, float y0, float z0, int w, int h, int d, float g)
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{
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cubes.push_back(new Cube(this, xTexOffs, yTexOffs, x0, y0, z0, w, h, d, g, 63, true));
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}
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ModelPart *ModelPart::addBoxWithMask(float x0, float y0, float z0, int w, int h, int d, int faceMask)
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{
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cubes.push_back(new Cube(this, xTexOffs, yTexOffs, x0, y0, z0, w, h, d, 0, faceMask));
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return this;
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}
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void ModelPart::addBox(float x0, float y0, float z0, int w, int h, int d, float g)
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{
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cubes.push_back(new Cube(this, xTexOffs, yTexOffs, x0, y0, z0, w, h, d, g));
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}
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void ModelPart::addTexBox(float x0, float y0, float z0, int w, int h, int d, int tex)
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{
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cubes.push_back(new Cube(this, xTexOffs, yTexOffs, x0, y0, z0, w, h, d, (float)tex));
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}
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void ModelPart::setPos(float x, float y, float z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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void ModelPart::render(float scale, bool usecompiled, bool bHideParentBodyPart)
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{
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if (neverRender) return;
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if (!visible) return;
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if (!compiled) compile(scale);
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glTranslatef(translateX, translateY, translateZ);
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if (xRot != 0 || yRot != 0 || zRot != 0)
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{
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glPushMatrix();
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glTranslatef(x * scale, y * scale, z * scale);
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if (zRot != 0) glRotatef(zRot * RAD, 0, 0, 1);
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if (yRot != 0) glRotatef(yRot * RAD, 0, 1, 0);
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if (xRot != 0) glRotatef(xRot * RAD, 1, 0, 0);
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if(!bHideParentBodyPart)
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{
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if( usecompiled )
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{
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glCallList(list);
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}
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else
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{
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Tesselator *t = Tesselator::getInstance();
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for (unsigned int i = 0; i < cubes.size(); i++)
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{
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cubes[i]->render(t, scale);
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}
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}
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}
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//if (children != NULL)
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{
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for (unsigned int i = 0; i < children.size(); i++)
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{
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children.at(i)->render(scale,usecompiled);
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}
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}
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glPopMatrix();
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}
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else if (x != 0 || y != 0 || z != 0)
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{
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glTranslatef(x * scale, y * scale, z * scale);
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if(!bHideParentBodyPart)
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{
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if( usecompiled )
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{
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glCallList(list);
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}
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else
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{
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Tesselator *t = Tesselator::getInstance();
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for (unsigned int i = 0; i < cubes.size(); i++)
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{
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cubes[i]->render(t, scale);
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}
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}
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}
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//if (children != NULL)
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{
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for (unsigned int i = 0; i < children.size(); i++)
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{
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children.at(i)->render(scale,usecompiled);
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}
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}
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glTranslatef(-x * scale, -y * scale, -z * scale);
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}
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else
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{
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if(!bHideParentBodyPart)
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{
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if( usecompiled )
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{
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glCallList(list);
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}
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else
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{
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Tesselator *t = Tesselator::getInstance();
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for (unsigned int i = 0; i < cubes.size(); i++)
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{
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cubes[i]->render(t, scale);
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}
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}
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}
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//if (children != NULL)
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{
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for (unsigned int i = 0; i < children.size(); i++)
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{
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children.at(i)->render(scale,usecompiled);
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}
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}
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}
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glTranslatef(-translateX, -translateY, -translateZ);
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}
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void ModelPart::renderRollable(float scale, bool usecompiled)
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{
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if (neverRender) return;
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if (!visible) return;
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if (!compiled) compile(scale);
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glPushMatrix();
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glTranslatef(x * scale, y * scale, z * scale);
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if (yRot != 0) glRotatef(yRot * RAD, 0, 1, 0);
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if (xRot != 0) glRotatef(xRot * RAD, 1, 0, 0);
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if (zRot != 0) glRotatef(zRot * RAD, 0, 0, 1);
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glCallList(list);
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glPopMatrix();
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}
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void ModelPart::translateTo(float scale)
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{
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if (neverRender) return;
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if (!visible) return;
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if (!compiled) compile(scale);
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if (xRot != 0 || yRot != 0 || zRot != 0)
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{
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glTranslatef(x * scale, y * scale, z * scale);
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if (zRot != 0) glRotatef(zRot * RAD, 0, 0, 1);
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if (yRot != 0) glRotatef(yRot * RAD, 0, 1, 0);
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if (xRot != 0) glRotatef(xRot * RAD, 1, 0, 0);
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}
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else if (x != 0 || y != 0 || z != 0)
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{
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glTranslatef(x * scale, y * scale, z * scale);
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}
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else
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{
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}
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}
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void ModelPart::compile(float scale)
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{
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list = MemoryTracker::genLists(1);
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glNewList(list, GL_COMPILE);
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// Set a few render states that aren't configured by default
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(true);
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Tesselator *t = Tesselator::getInstance();
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for (unsigned int i = 0; i < cubes.size(); i++)
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{
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cubes.at(i)->render(t, scale);
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}
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glEndList();
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compiled = true;
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}
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ModelPart *ModelPart::setTexSize(int xs, int ys)
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{
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this->xTexSize = (float)xs;
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this->yTexSize = (float)ys;
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return this;
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}
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void ModelPart::mimic(ModelPart *o)
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{
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x = o->x;
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y = o->y;
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z = o->z;
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xRot = o->xRot;
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yRot = o->yRot;
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zRot = o->zRot;
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}
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