Esempio n. 1
0
        void SpriteXQuad(BlockID block, bool firstPart)
        {
            int        texLoc = BlockInfo.GetTextureLoc(block, Side.Right);
            TextureRec rec    = TerrainAtlas1D.GetTexRec(texLoc, 1, out texIndex);

            if (lastTexIndex != texIndex)
            {
                Flush();
            }

            VertexP3fT2fC4bN1v v = default(VertexP3fT2fC4bN1v);

            v.Colour = colNormal;

            if (BlockInfo.Tinted[block])
            {
                v.Colour = Utils.Tint(v.Colour, BlockInfo.FogColour[block]);
            }

            float z1 = firstPart ? 0.5f : -0.1f, z2 = firstPart ? 1.1f : 0.5f;

            rec.U1 = firstPart ? 0.0f : 0.5f; rec.U2 = (firstPart ? 0.5f : 1.0f) * (15.99f / 16f);
            float minY = scale * (1 - 0 * 2) + pos.Y, maxY = scale * (1 - 1.1f * 2) + pos.Y;
            float minZ = scale * (1 - z1 * 2) + pos.Z, maxZ = scale * (1 - z2 * 2) + pos.Z;

            v.X = pos.X;
            v.Y = minY; v.Z = minZ; v.U = rec.U2; v.V = rec.V2; vertices[index++] = v;
            v.Y = maxY;                           v.V = rec.V1; vertices[index++] = v;
            v.Z = maxZ; v.U = rec.U1;               vertices[index++] = v;
            v.Y = minY;                           v.V = rec.V2; vertices[index++] = v;
        }
        const byte c = 255;         // avoids 'ambiguous match' compile errors.
        static void DrawSquareShadow(VertexP3fT2fC4bN1v[] verts, ref int index,
                                     float y, float x, float z)
        {
            int        col = new FastColour(c, c, c, (byte)220).Pack();
            TextureRec rec = new TextureRec(63 / 128f, 63 / 128f, 1 / 128f, 1 / 128f);

            verts[index++] = new VertexP3fT2fC4bN1v(x, y, z, rec.U1, rec.V1, col);
            verts[index++] = new VertexP3fT2fC4bN1v(x + 1, y, z, rec.U2, rec.V1, col);
            verts[index++] = new VertexP3fT2fC4bN1v(x + 1, y, z + 1, rec.U2, rec.V2, col);
            verts[index++] = new VertexP3fT2fC4bN1v(x, y, z + 1, rec.U1, rec.V2, col);
        }
Esempio n. 3
0
        protected void DrawPart(ModelPart part)
        {
            VertexP3fT2fC4bN1v vertex = default(VertexP3fT2fC4bN1v);

            VertexP3fT2fC4bN1v[] finVertices = game.ModelCache.vertices;

            for (int i = 0; i < part.Count; i++)
            {
                ModelVertex v = vertices[part.Offset + i];
                vertex.X      = v.X; vertex.Y = v.Y; vertex.Z = v.Z;
                vertex.Colour = cols[i >> 2];
                vertex.Normal = v.D;

                vertex.U             = (v.U & UVMask) * uScale - (v.U >> UVMaxShift) * 0.01f * uScale;
                vertex.V             = (v.V & UVMask) * vScale - (v.V >> UVMaxShift) * 0.01f * vScale;
                finVertices[index++] = vertex;
            }
        }
Esempio n. 4
0
        protected void DrawRotate(float angleX, float angleY, float angleZ, ModelPart part, bool head, bool rotNormal)
        {
            float cosX = (float)Math.Cos(-angleX), sinX = (float)Math.Sin(-angleX);
            float cosY = (float)Math.Cos(-angleY), sinY = (float)Math.Sin(-angleY);
            float cosZ = (float)Math.Cos(-angleZ), sinZ = (float)Math.Sin(-angleZ);
            float x = part.RotX, y = part.RotY, z = part.RotZ;
            VertexP3fT2fC4bN1v vertex = default(VertexP3fT2fC4bN1v);

            VertexP3fT2fC4bN1v[] finVertices = game.ModelCache.vertices;

            for (int i = 0; i < part.Count; i++)
            {
                ModelVertex v = vertices[part.Offset + i];
                v.X -= x; v.Y -= y; v.Z -= z;
                float t = 0;

                // Rotate locally
                if (Rotate == RotateOrder.ZYX)
                {
                    t = cosZ * v.X + sinZ * v.Y; v.Y = -sinZ * v.X + cosZ * v.Y; v.X = t;                     // Inlined RotZ
                    t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t;                      // Inlined RotY
                    t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t;                     // Inlined RotX
                }
                else if (Rotate == RotateOrder.XZY)
                {
                    t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t;                     // Inlined RotX
                    t = cosZ * v.X + sinZ * v.Y; v.Y = -sinZ * v.X + cosZ * v.Y; v.X = t;                     // Inlined RotZ
                    t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t;                      // Inlined RotY
                }
                else if (Rotate == RotateOrder.YZX)
                {
                    t = cosY * v.X - sinY * v.Z; v.Z = sinY * v.X + cosY * v.Z; v.X = t;                      // Inlined RotY
                    t = cosZ * v.X + sinZ * v.Y; v.Y = -sinZ * v.X + cosZ * v.Y; v.X = t;                     // Inlined RotZ
                    t = cosX * v.Y + sinX * v.Z; v.Z = -sinX * v.Y + cosX * v.Z; v.Y = t;                     // Inlined RotX
                }

                // Rotate globally
                if (head)
                {
                    t = cosHead * v.X - sinHead * v.Z; v.Z = sinHead * v.X + cosHead * v.Z; v.X = t;                     // Inlined RotY
                }
                vertex.X      = v.X + x; vertex.Y = v.Y + y; vertex.Z = v.Z + z;
                vertex.Colour = cols[i >> 2];
                if (!v.N)
                {
                    vertex.Normal = v.D;
                }
                float normalAngleX = angleX;
                float normalAngleY = angleY;
                float normalAngleZ = angleZ;
                if (rotNormal)
                {
                    normalAngleX = angleX;
                    normalAngleY = angleY;
                    normalAngleZ = -angleZ;
                }
                if (Rotate == RotateOrder.ZYX)
                {
                    Vector3 newNormal = vertex.Normal;
                    newNormal     = Utils.RotateZ(newNormal, -normalAngleZ);
                    newNormal     = Utils.RotateY(newNormal, -normalAngleY);
                    newNormal     = Utils.RotateX(newNormal, -normalAngleX);
                    vertex.Normal = newNormal;
                }
                else if (Rotate == RotateOrder.XZY)
                {
                    Vector3 newNormal = vertex.Normal;
                    newNormal     = Utils.RotateX(newNormal, -normalAngleX);
                    newNormal     = Utils.RotateZ(newNormal, -normalAngleZ);
                    newNormal     = Utils.RotateY(newNormal, -normalAngleY);
                    vertex.Normal = newNormal;
                }
                else if (Rotate == RotateOrder.YZX)
                {
                    Vector3 newNormal = vertex.Normal;
                    newNormal     = Utils.RotateY(newNormal, -normalAngleY);
                    newNormal     = Utils.RotateZ(newNormal, -normalAngleZ);
                    newNormal     = Utils.RotateX(newNormal, -normalAngleX);
                    vertex.Normal = newNormal;
                }

                v.N = true;

                vertex.U             = (v.U & UVMask) * uScale - (v.U >> UVMaxShift) * 0.01f * uScale;
                vertex.V             = (v.V & UVMask) * vScale - (v.V >> UVMaxShift) * 0.01f * vScale;
                finVertices[index++] = vertex;
            }
        }