/******************************************************************** Minecraft: Pocket Edition - Decompilation Project Copyright (C) 2023 iProgramInCpp The following code is licensed under the BSD 1 clause license. SPDX-License-Identifier: BSD-1-Clause ********************************************************************/ #include "Cube.hpp" #include "renderer/GL/GL.hpp" #define MUL_DEG_TO_RAD (180.0f / float(M_PI)) Cube::Cube(ModelPart* a2, int a3, int a4, float x, float y, float z, int d, int e, int f, float g) { float x1 = x, y1 = y, z1 = z; float x2 = x + float(d), y2 = y + float(e), z2 = z + float(f); field_29C = x1; field_2A0 = y1; field_2A4 = z1; field_2A8 = x2; field_2AC = y2; field_2B0 = z2; if (a2->field_18) std::swap(x1, x2); x1 -= g; y1 -= g; z1 -= g; x2 += g; y2 += g; z2 += g; m_verts[0] = VertexPT(x1, y1, z1, 0.0f, 0.0f); m_verts[1] = VertexPT(x2, y1, z1, 0.0f, 8.0f); m_verts[2] = VertexPT(x2, y2, z1, 8.0f, 8.0f); m_verts[3] = VertexPT(x1, y2, z1, 8.0f, 0.0f); m_verts[4] = VertexPT(x1, y1, z2, 0.0f, 0.0f); m_verts[5] = VertexPT(x2, y1, z2, 0.0f, 8.0f); m_verts[6] = VertexPT(x2, y2, z2, 8.0f, 8.0f); m_verts[7] = VertexPT(x1, y2, z2, 8.0f, 0.0f); int m = a3, n = a4; m_faces[0] = PolygonQuad(&m_verts[5], &m_verts[1], &m_verts[2], &m_verts[6], m + f + d, n + f, m + f + d + f, n + f + e); // x2 face m_faces[1] = PolygonQuad(&m_verts[0], &m_verts[4], &m_verts[7], &m_verts[3], m, n + f, m + f, n + f + e); // x1 face m_faces[2] = PolygonQuad(&m_verts[5], &m_verts[4], &m_verts[0], &m_verts[1], m + f, n, m + f + d, n + f); // up face m_faces[3] = PolygonQuad(&m_verts[7], &m_verts[6], &m_verts[2], &m_verts[3], m + f + d, n, m + f + d + d, n + f); // down face* m_faces[4] = PolygonQuad(&m_verts[1], &m_verts[0], &m_verts[3], &m_verts[2], m + f, n + f, m + f + d, n + f + e); // z1 face m_faces[5] = PolygonQuad(&m_verts[4], &m_verts[5], &m_verts[6], &m_verts[7], m + f + d + f, n + f, m + f + d + f + d, n + f + e); // z2 face // *N.B. The original game specifies the vertex ordering as 2, 3, 7, 6, but that renders the back side of the cow upside down. // This might not be proper form for the face, but we're disabling culling anyway so who cares. if (a2->field_18) { for (int i = 0; i < 6; i++) m_faces[i].mirror(); } } void Cube::compile(Tesselator& t, float scale) { for (int i = 0; i < 6; i++) m_faces[i].render(t, scale); } void Cube::setId(const std::string& s) { m_id = s; }