#ifndef CC_MODEL_H #define CC_MODEL_H #include "Vectors.h" #include "PackedCol.h" #include "Constants.h" #include "Physics.h" /* Contains various structs and methods for an entity model. Also contains a list of models and default textures for those models. Copyright 2014-2023 ClassiCube | Licensed under BSD-3 */ struct Entity; struct AABB; struct IGameComponent; struct VertexTextured; extern struct IGameComponent Models_Component; #define MODEL_QUAD_VERTICES 4 #define MODEL_BOX_VERTICES (FACE_COUNT * MODEL_QUAD_VERTICES) enum RotateOrder { ROTATE_ORDER_ZYX, ROTATE_ORDER_XZY, ROTATE_ORDER_YZX, ROTATE_ORDER_XYZ }; /* Describes a vertex within a model. */ struct ModelVertex { float x, y, z; cc_uint16 u, v; }; static CC_INLINE void ModelVertex_Init(struct ModelVertex* vertex, float x, float y, float z, int u, int v) { vertex->x = x; vertex->y = y; vertex->z = z; vertex->u = u; vertex->v = v; } /* Describes the starting index of this part within a model's array of vertices, and the number of vertices following the starting index that this part uses. */ struct ModelPart { cc_uint16 offset, count; float rotX, rotY, rotZ; }; static CC_INLINE void ModelPart_Init(struct ModelPart* part, int offset, int count, float rotX, float rotY, float rotZ) { part->offset = offset; part->count = count; part->rotX = rotX; part->rotY = rotY; part->rotZ = rotZ; } struct ModelTex; /* Contains information about a texture used for models. */ struct ModelTex { const char* name; cc_uint8 skinType; GfxResourceID texID; struct ModelTex* next; }; #define MODEL_FLAG_INITED 0x01 #define MODEL_FLAG_CLEAR_HAT 0x02 struct Model; /* Contains a set of quads and/or boxes that describe a 3D object as well as the bounding boxes that contain the entire set of quads and/or boxes. */ struct Model { /* Name of this model */ const char* name; /* Pointer to the raw vertices of the model */ struct ModelVertex* vertices; /* Pointer to default texture for this model */ struct ModelTex* defaultTex; /* Creates the ModelParts of this model and fills out vertices. */ void (*MakeParts)(void); /* Draws/Renders this model for the given entity. */ void (*Draw)(struct Entity* entity); /* Returns height the 'nametag' gets drawn at above the entity's feet. */ float (*GetNameY)(struct Entity* entity); /* Returns height the 'eye' is located at above the entity's feet. */ float (*GetEyeY)(struct Entity* entity); /* Sets entity->Size to the collision size of this model. */ void (*GetCollisionSize)(struct Entity* entity); /* Sets entity->ModelAABB to the 'picking' bounds of this model. */ /* This is the AABB around the entity in which mouse clicks trigger 'interaction'. */ /* NOTE: These bounds are not transformed. (i.e. no rotation, centered around 0,0,0) */ void (*GetPickingBounds)(struct Entity* entity); /* The rest of the fields are set in Model_Init() */ int index; cc_uint8 armX, armY; /* these translate arm model part back to (0, 0) */ cc_uint8 flags; /* Whether the model should be slightly bobbed up and down when rendering. */ /* e.g. for HumanoidModel, when legs are at the peak of their swing, whole model is moved slightly down */ cc_bool bobbing; cc_bool usesSkin, calcHumanAnims, usesHumanSkin, pushes; float gravity; Vec3 drag, groundFriction; /* Returns the transformation matrix applied to the model when rendering. */ /* NOTE: Most models just use Entity_GetTransform (except SittingModel) */ void (*GetTransform)(struct Entity* entity, Vec3 pos, struct Matrix* m); void (*DrawArm)(struct Entity* entity); float maxScale, shadowScale; int maxVertices; struct Model* next; }; /* Shared data for models. */ CC_VAR extern struct _ModelsData { /* Tint colour applied to the faces of model parts. */ PackedCol Cols[FACE_COUNT]; /* U/V scale applied to skin texture when rendering models. */ /* Default uScale is 1/32, vScale is 1/32 or 1/64 depending on skin. */ float uScale, vScale; /* Angle of offset of head from body rotation */ float cosHead, sinHead; /* Order of axes rotation when rendering parts. */ cc_uint8 Rotation; /* Skin type of current skin texture. */ cc_uint8 skinType; /* Whether to render arms like vanilla Minecraft Classic. */ cc_bool ClassicArms; /* Model currently being built or rendered. */ struct Model* Active; /* Dynamic vertex buffer for uploading model vertices. */ GfxResourceID Vb; /* Temporary storage for vertices. */ struct VertexTextured* Vertices; /* Maximum number of vertices that can be stored in Vertices. */ /* NOTE: If you change this, you MUST also destroy and recreate the dynamic VB. */ int MaxVertices; /* Pointer to humanoid/human model */ struct Model* Human; /* Pointer to block model */ struct Model* Block; } Models; /* Initialises fields of a model to default. */ CC_API void Model_Init(struct Model* model); /* Whether the bounding sphere of the model is currently visible. */ cc_bool Model_ShouldRender(struct Entity* entity); /* Approximately how far the given entity is away from the player. */ float Model_RenderDistance(struct Entity* entity); /* Draws the given entity as the given model. */ CC_API void Model_Render(struct Model* model, struct Entity* entity); /* Sets up state to be suitable for rendering the given model. */ /* NOTE: Model_Render already calls this, you don't normally need to call this. */ CC_API void Model_SetupState(struct Model* model, struct Entity* entity); /* Applies the skin texture of the given entity to the model. */ /* Uses model's default texture if the entity doesn't have a custom skin. */ CC_API void Model_ApplyTexture(struct Entity* entity); /* Flushes buffered vertices to the GPU. */ CC_API void Model_UpdateVB(void); void Model_LockVB(struct Entity* entity, int verticesCount); void Model_UnlockVB(void); /* Draws the given part with no part-specific rotation (e.g. torso). */ CC_API void Model_DrawPart(struct ModelPart* part); /* Draws the given part with rotation around part's rotation origin. (e.g. arms, head) */ CC_API void Model_DrawRotate(float angleX, float angleY, float angleZ, struct ModelPart* part, cc_bool head); /* Renders the 'arm' of a model. */ void Model_RenderArm(struct Model* model, struct Entity* entity); /* Draws the given part with appropriate rotation to produce an arm look. */ CC_API void Model_DrawArmPart(struct ModelPart* part); /* Returns a pointer to the model whose name caselessly matches given name. */ CC_API struct Model* Model_Get(const cc_string* name); /* Adds a model to the list of models. (e.g. "skeleton") */ /* Models can be applied to entities to change their appearance. Use Entity_SetModel for that. */ CC_API void Model_Register(struct Model* model); /* Unregister a model from the list of models, and set all entities using this model to the default humanoid model. */ void Model_Unregister(struct Model* model); /* Adds a texture to the list of automatically managed model textures. */ /* These textures are automatically loaded from texture packs. (e.g. "skeleton.png") */ CC_API void Model_RegisterTexture(struct ModelTex* tex); /* Describes data for a box being built. */ struct BoxDesc { cc_uint16 texX, texY; /* Texture origin */ cc_uint8 sizeX, sizeY, sizeZ; /* Texture dimensions */ float x1,y1,z1, x2,y2,z2; /* Box corners coordinates */ float rotX,rotY,rotZ; /* Rotation origin point */ }; #define BoxDesc_Dim(p1, p2) p1 < p2 ? p2 - p1 : p1 - p2 /* Macros for making initialising a BoxDesc easier to understand. See Model.c for how these get used. */ #define BoxDesc_Tex(x, y) x,y #define BoxDesc_Dims(x1,y1,z1,x2,y2,z2) BoxDesc_Dim(x1,x2), BoxDesc_Dim(y1,y2), BoxDesc_Dim(z1,z2) #define BoxDesc_Bounds(x1,y1,z1,x2,y2,z2) (x1)/16.0f,(y1)/16.0f,(z1)/16.0f, (x2)/16.0f,(y2)/16.0f,(z2)/16.0f #define BoxDesc_Rot(x, y, z) (x)/16.0f,(y)/16.0f,(z)/16.0f #define BoxDesc_Box(x1,y1,z1,x2,y2,z2) BoxDesc_Dims(x1,y1,z1,x2,y2,z2), BoxDesc_Bounds(x1,y1,z1,x2,y2,z2) /* Builds a box model assuming the follow texture layout: let SW = sides width, BW = body width, BH = body height ********************************************************************************************* |----------SW----------|----------BW----------|----------BW----------|----------------------| |S--------------------S|S--------top---------S|S-------bottom-------S|----------------------| |W--------------------W|W--------tex---------W|W--------tex---------W|----------------------| |----------SW----------|----------BW----------|----------BW----------|----------------------| ********************************************************************************************* |----------SW----------|----------BW----------|----------SW----------|----------BW----------| |B--------left--------B|B-------front--------B|B-------right--------B|B--------back--------B| |H--------tex---------H|H--------tex---------H|H--------tex---------H|H--------tex---------H| |----------SW----------|----------BW----------|----------SW----------|----------BW----------| ********************************************************************************************* */ CC_API void BoxDesc_BuildBox(struct ModelPart* part, const struct BoxDesc* desc); /* Builds a box model assuming the follow texture layout: let SW = sides width, BW = body width, BH = body height ********************************************************************************************* |----------SW----------|----------BW----------|----------BW----------|----------------------| |S--------------------S|S-------front--------S|S--------back--------S|----------------------| |W--------------------W|W--------tex---------W|W--------tex---------W|----------------------| |----------SW----------|----------BW----------|----------BW----------|----------------------| ********************************************************************************************* |----------SW----------|----------BW----------|----------BW----------|----------SW----------| |B--------left--------B|B-------bottom-------B|B-------right--------B|B--------top---------B| |H--------tex---------H|H--------tex---------H|H--------tex---------H|H--------tex---------H| |----------SW----------|----------BW----------|----------BW----------|----------------------| ********************************************************************************************* */ CC_API void BoxDesc_BuildRotatedBox(struct ModelPart* part, const struct BoxDesc* desc); /* DEPRECATED */ CC_API void BoxDesc_XQuad(struct Model* m, int texX, int texY, int texWidth, int texHeight, float z1, float z2, float y1, float y2, float x, cc_bool swapU); CC_API void BoxDesc_YQuad(struct Model* m, int texX, int texY, int texWidth, int texHeight, float x1, float x2, float z1, float z2, float y, cc_bool swapU); CC_API void BoxDesc_ZQuad(struct Model* m, int texX, int texY, int texWidth, int texHeight, float x1, float x2, float y1, float y2, float z, cc_bool swapU); CC_API void BoxDesc_XQuad2(struct Model* m, float z1, float z2, float y1, float y2, float x, int u1, int v1, int u2, int v2); CC_API void BoxDesc_YQuad2(struct Model* m, float x1, float x2, float z1, float z2, float y, int u1, int v1, int u2, int v2); CC_API void BoxDesc_ZQuad2(struct Model* m, float x1, float x2, float y1, float y2, float z, int u1, int v1, int u2, int v2); /* CustomModels */ #define MAX_CUSTOM_MODELS 64 #define MAX_CUSTOM_MODEL_PARTS 64 #define MAX_CUSTOM_MODEL_ANIMS 4 enum CustomModelAnimType { CustomModelAnimType_None = 0, CustomModelAnimType_Head = 1, CustomModelAnimType_LeftLegX = 2, CustomModelAnimType_RightLegX = 3, CustomModelAnimType_LeftArmX = 4, CustomModelAnimType_LeftArmZ = 5, CustomModelAnimType_RightArmX = 6, CustomModelAnimType_RightArmZ = 7, CustomModelAnimType_Spin = 8, CustomModelAnimType_SpinVelocity = 9, CustomModelAnimType_SinRotate = 10, CustomModelAnimType_SinRotateVelocity = 11, CustomModelAnimType_SinTranslate = 12, CustomModelAnimType_SinTranslateVelocity = 13, CustomModelAnimType_SinSize = 14, CustomModelAnimType_SinSizeVelocity = 15, CustomModelAnimType_FlipRotate = 16, CustomModelAnimType_FlipRotateVelocity = 17, CustomModelAnimType_FlipTranslate = 18, CustomModelAnimType_FlipTranslateVelocity = 19, CustomModelAnimType_FlipSize = 20, CustomModelAnimType_FlipSizeVelocity = 21 }; enum CustomModelAnimAxis { CustomModelAnimAxis_X = 0, CustomModelAnimAxis_Y = 1, CustomModelAnimAxis_Z = 2, }; struct CustomModelAnim { cc_uint8 type; cc_uint8 axis; float a, b, c, d; }; struct CustomModelPartDef { Vec3 min, max; /* uv coords in order: top, bottom, front, back, left, right */ cc_uint16 u1[6], v1[6], u2[6], v2[6]; Vec3 rotationOrigin; cc_uint8 flags; }; struct CustomModelPart { struct ModelPart modelPart; Vec3 rotation; /* rotation angles */ struct CustomModelAnim anims[MAX_CUSTOM_MODEL_ANIMS]; cc_bool fullbright; cc_bool firstPersonArm; }; struct CustomModel { struct Model model; char name[STRING_SIZE + 1]; cc_bool registered, defined; cc_uint8 curPartIndex; float nameY; float eyeY; Vec3 collisionBounds; struct AABB pickingBoundsAABB; cc_uint16 uScale; cc_uint16 vScale; cc_uint8 numParts; cc_uint8 numArmParts; struct CustomModelPart parts[MAX_CUSTOM_MODEL_PARTS]; }; struct CustomModel* CustomModel_Get(int id); void CustomModel_BuildPart(struct CustomModel* cm, struct CustomModelPartDef* part); void CustomModel_Register(struct CustomModel* cm); void CustomModel_Undefine(struct CustomModel* cm); #endif