deep-c-rsc/mudclient204-threadless/GameModel.java
2021-07-18 21:51:38 -05:00

1032 lines
35 KiB
Java

import java.io.DataInputStream;
import java.io.IOException;
import java.io.InputStream;
public class GameModel {
private static int sine9[];
private static int sine11[];
private static int base64Alphabet[];
public int numVertices;
public int projectVertexX[];
public int projectVertexY[];
public int projectVertexZ[];
public int vertexViewX[];
public int vertexViewY[];
public int vertexIntensity[];
public byte vertexAmbience[];
public int numFaces;
public int faceNumVertices[];
public int faceVertices[][];
public int faceFillFront[];
public int faceFillBack[];
public int normalMagnitude[];
public int normalScale[];
public int faceIntensity[];
public int faceNormalX[];
public int faceNormalY[];
public int faceNormalZ[];
public int depth;
public int transformState;
public boolean visible;
public int x1;
public int x2;
public int y1;
public int y2;
public int z1;
public int z2;
public boolean textureTranslucent;
public boolean transparent;
public int key;
public int faceTag[];
public byte isLocalPlayer[];
public boolean isolated;
public boolean unlit;
public boolean unpickable;
public boolean projected;
public int maxVerts;
public int vertexX[];
public int vertexY[];
public int vertexZ[];
public int vertexTransformedX[];
public int vertexTransformedY[];
public int vertexTransformedZ[];
protected int lightDiffuse;
protected int lightAmbience;
private boolean autocommit;
private int magic;
private int maxFaces;
private int faceTransStateThing[][];
private int faceBoundLeft[];
private int faceBoundRight[];
private int faceBoundBottom[];
private int faceBoundTop[];
private int faceBoundNear[];
private int faceBoundFar[];
private int baseX;
private int baseY;
private int baseZ;
private int orientationYaw;
private int orientationPitch;
private int orientationRoll;
private int scaleFx;
private int scaleFy;
private int scaleFz;
private int shearXy;
private int shearXz;
private int shearYx;
private int shearYz;
private int shearZx;
private int shearZy;
private int transformKind;
private int diameter;
private int lightDirectionX;
private int lightDirectionY;
private int lightDirectionZ;
private int lightDirectionMagnitude;
private int dataPtr;
static {
sine9 = new int[512];
sine11 = new int[2048];
base64Alphabet = new int[256];
for (int i = 0; i < 256; i++) {
sine9[i] = (int) (Math.sin((double) i * 0.02454369D) * 32768D);
sine9[i + 256] = (int) (Math.cos((double) i * 0.02454369D) * 32768D);
}
for (int j = 0; j < 1024; j++) {
sine11[j] = (int) (Math.sin((double) j * 0.00613592315D) * 32768D);
sine11[j + 1024] = (int) (Math.cos((double) j * 0.00613592315D) * 32768D);
}
for (int j1 = 0; j1 < 10; j1++)
base64Alphabet[48 + j1] = j1;
for (int k1 = 0; k1 < 26; k1++)
base64Alphabet[65 + k1] = k1 + 10;
for (int l1 = 0; l1 < 26; l1++)
base64Alphabet[97 + l1] = l1 + 36;
base64Alphabet[163] = 62;
base64Alphabet[36] = 63;
}
public GameModel(int numVertices, int numFaces) {
transformState = 1;
visible = true;
textureTranslucent = false;
transparent = false;
key = -1;
autocommit = false;
isolated = false;
unlit = false;
unpickable = false;
projected = false;
magic = World.colourTransparent;
diameter = World.colourTransparent;
lightDirectionX = 180;
lightDirectionY = 155;
lightDirectionZ = 95;
lightDirectionMagnitude = 256;
lightDiffuse = 512;
lightAmbience = 32;
allocate(numVertices, numFaces);
faceTransStateThing = new int[numFaces][1];
for (int v = 0; v < numFaces; v++)
faceTransStateThing[v][0] = v;
}
public GameModel(int numVertices, int numFaces, boolean autocommit, boolean isolated, boolean unlit, boolean unpickable, boolean projected) {
transformState = 1;
visible = true;
textureTranslucent = false;
transparent = false;
key = -1;
magic = World.colourTransparent;
diameter = World.colourTransparent;
lightDirectionX = 180;
lightDirectionY = 155;
lightDirectionZ = 95;
lightDirectionMagnitude = 256;
lightDiffuse = 512;
lightAmbience = 32;
this.autocommit = autocommit;
this.isolated = isolated;
this.unlit = unlit;
this.unpickable = unpickable;
this.projected = projected;
allocate(numVertices, numFaces);
}
public GameModel(byte data[], int offset, boolean unused) {
transformState = 1;
visible = true;
textureTranslucent = false;
transparent = false;
key = -1;
autocommit = false;
isolated = false;
unlit = false;
unpickable = false;
projected = false;
magic = World.colourTransparent;
diameter = World.colourTransparent;
lightDirectionX = 180;
lightDirectionY = 155;
lightDirectionZ = 95;
lightDirectionMagnitude = 256;
lightDiffuse = 512;
lightAmbience = 32;
int j = Utility.getUnsignedShort(data, offset);
offset += 2;
int k = Utility.getUnsignedShort(data, offset);
offset += 2;
allocate(j, k);
faceTransStateThing = new int[k][1];
for (int l = 0; l < j; l++) {
vertexX[l] = Utility.getSignedShort(data, offset);
offset += 2;
}
for (int i1 = 0; i1 < j; i1++) {
vertexY[i1] = Utility.getSignedShort(data, offset);
offset += 2;
}
for (int j1 = 0; j1 < j; j1++) {
vertexZ[j1] = Utility.getSignedShort(data, offset);
offset += 2;
}
numVertices = j;
for (int k1 = 0; k1 < k; k1++)
faceNumVertices[k1] = data[offset++] & 0xff;
for (int l1 = 0; l1 < k; l1++) {
faceFillFront[l1] = Utility.getSignedShort(data, offset);
offset += 2;
if (faceFillFront[l1] == 32767)
faceFillFront[l1] = magic;
}
for (int i2 = 0; i2 < k; i2++) {
faceFillBack[i2] = Utility.getSignedShort(data, offset);
offset += 2;
if (faceFillBack[i2] == 32767)
faceFillBack[i2] = magic;
}
for (int j2 = 0; j2 < k; j2++) {
int k2 = data[offset++] & 0xff;
if (k2 == 0)
faceIntensity[j2] = 0;
else
faceIntensity[j2] = magic;
}
for (int l2 = 0; l2 < k; l2++) {
faceVertices[l2] = new int[faceNumVertices[l2]];
for (int i3 = 0; i3 < faceNumVertices[l2]; i3++)
if (j < 256) {
faceVertices[l2][i3] = data[offset++] & 0xff;
} else {
faceVertices[l2][i3] = Utility.getUnsignedShort(data, offset);
offset += 2;
}
}
numFaces = k;
transformState = 1;
}
public GameModel(String name) {
transformState = 1;
visible = true;
textureTranslucent = false;
transparent = false;
key = -1;
autocommit = false;
isolated = false;
unlit = false;
unpickable = false;
projected = false;
magic = World.colourTransparent;
diameter = World.colourTransparent;
lightDirectionX = 180;
lightDirectionY = 155;
lightDirectionZ = 95;
lightDirectionMagnitude = 256;
lightDiffuse = 512;
lightAmbience = 32;
byte data[];
try {
InputStream inputstream = Utility.openFile(name);
DataInputStream datainputstream = new DataInputStream(inputstream);
data = new byte[3];
dataPtr = 0;
for (int i = 0; i < 3; i += datainputstream.read(data, i, 3 - i)) ;
int sz = readBase64(data);
data = new byte[sz];
dataPtr = 0;
for (int j = 0; j < sz; j += datainputstream.read(data, j, sz - j)) ;
datainputstream.close();
} catch (IOException Ex) {
numVertices = 0;
numFaces = 0;
return;
}
int nV = readBase64(data);
int nF = readBase64(data);
allocate(nV, nF);
faceTransStateThing = new int[nF][];
for (int j3 = 0; j3 < nV; j3++) {
int x = readBase64(data);
int y = readBase64(data);
int z = readBase64(data);
vertexAt(x, y, z);
}
for (int k3 = 0; k3 < nF; k3++) {
int n = readBase64(data);
int front = readBase64(data);
int back = readBase64(data);
int l2 = readBase64(data);
lightDiffuse = readBase64(data);
lightAmbience = readBase64(data);
int gouraud = readBase64(data);
int vs[] = new int[n];
for (int i = 0; i < n; i++)
vs[i] = readBase64(data);
int ai1[] = new int[l2];
for (int i4 = 0; i4 < l2; i4++)
ai1[i4] = readBase64(data);
int j4 = createFace(n, vs, front, back);
faceTransStateThing[k3] = ai1;
if (gouraud == 0)
faceIntensity[j4] = 0;
else
faceIntensity[j4] = magic;
}
transformState = 1;
}
public GameModel(GameModel pieces[], int count, boolean autocommit, boolean isolated, boolean unlit, boolean unpickable) {
transformState = 1;
visible = true;
textureTranslucent = false;
transparent = false;
key = -1;
projected = false;
magic = World.colourTransparent;
diameter = World.colourTransparent;
lightDirectionX = 180;
lightDirectionY = 155;
lightDirectionZ = 95;
lightDirectionMagnitude = 256;
lightDiffuse = 512;
lightAmbience = 32;
this.autocommit = autocommit;
this.isolated = isolated;
this.unlit = unlit;
this.unpickable = unpickable;
merge(pieces, count, false);
}
public GameModel(GameModel pieces[], int count) {
transformState = 1;
visible = true;
textureTranslucent = false;
transparent = false;
key = -1;
autocommit = false;
isolated = false;
unlit = false;
unpickable = false;
projected = false;
magic = World.colourTransparent;
diameter = World.colourTransparent;
lightDirectionX = 180;
lightDirectionY = 155;
lightDirectionZ = 95;
lightDirectionMagnitude = 256;
lightDiffuse = 512;
lightAmbience = 32;
merge(pieces, count, true);
}
private void allocate(int numV, int numF) {
vertexX = new int[numV];
vertexY = new int[numV];
vertexZ = new int[numV];
vertexIntensity = new int[numV];
vertexAmbience = new byte[numV];
faceNumVertices = new int[numF];
faceVertices = new int[numF][];
faceFillFront = new int[numF];
faceFillBack = new int[numF];
faceIntensity = new int[numF];
normalScale = new int[numF];
normalMagnitude = new int[numF];
if (!projected) {
projectVertexX = new int[numV];
projectVertexY = new int[numV];
projectVertexZ = new int[numV];
vertexViewX = new int[numV];
vertexViewY = new int[numV];
}
if (!unpickable) {
isLocalPlayer = new byte[numF];
faceTag = new int[numF];
}
if (autocommit) {
vertexTransformedX = vertexX;
vertexTransformedY = vertexY;
vertexTransformedZ = vertexZ;
} else {
vertexTransformedX = new int[numV];
vertexTransformedY = new int[numV];
vertexTransformedZ = new int[numV];
}
if (!unlit || !isolated) {
faceNormalX = new int[numF];
faceNormalY = new int[numF];
faceNormalZ = new int[numF];
}
if (!isolated) {
faceBoundLeft = new int[numF];
faceBoundRight = new int[numF];
faceBoundBottom = new int[numF];
faceBoundTop = new int[numF];
faceBoundNear = new int[numF];
faceBoundFar = new int[numF];
}
numFaces = 0;
numVertices = 0;
maxVerts = numV;
maxFaces = numF;
baseX = baseY = baseZ = 0;
orientationYaw = orientationPitch = orientationRoll = 0;
scaleFx = scaleFy = scaleFz = 256;
shearXy = shearXz = shearYx = shearYz = shearZx = shearZy = 256;
transformKind = 0;
}
public void projectionPrepare() {
projectVertexX = new int[numVertices];
projectVertexY = new int[numVertices];
projectVertexZ = new int[numVertices];
vertexViewX = new int[numVertices];
vertexViewY = new int[numVertices];
}
public void clear() {
numFaces = 0;
numVertices = 0;
}
public void reduce(int df, int dz) {
numFaces -= df;
if (numFaces < 0)
numFaces = 0;
numVertices -= dz;
if (numVertices < 0)
numVertices = 0;
}
public void merge(GameModel pieces[], int count, boolean transState) {
int numF = 0;
int numV = 0;
for (int i = 0; i < count; i++) {
numF += pieces[i].numFaces;
numV += pieces[i].numVertices;
}
allocate(numV, numF);
if (transState)
faceTransStateThing = new int[numF][];
for (int i = 0; i < count; i++) {
GameModel source = pieces[i];
source.commit();
lightAmbience = source.lightAmbience;
lightDiffuse = source.lightDiffuse;
lightDirectionX = source.lightDirectionX;
lightDirectionY = source.lightDirectionY;
lightDirectionZ = source.lightDirectionZ;
lightDirectionMagnitude = source.lightDirectionMagnitude;
for (int srcF = 0; srcF < source.numFaces; srcF++) {
int dstVs[] = new int[source.faceNumVertices[srcF]];
int srcVs[] = source.faceVertices[srcF];
for (int v = 0; v < source.faceNumVertices[srcF]; v++)
dstVs[v] = vertexAt(source.vertexX[srcVs[v]], source.vertexY[srcVs[v]], source.vertexZ[srcVs[v]]);
int dstF = createFace(source.faceNumVertices[srcF], dstVs, source.faceFillFront[srcF], source.faceFillBack[srcF]);
faceIntensity[dstF] = source.faceIntensity[srcF];
normalScale[dstF] = source.normalScale[srcF];
normalMagnitude[dstF] = source.normalMagnitude[srcF];
if (transState)
if (count > 1) {
faceTransStateThing[dstF] = new int[source.faceTransStateThing[srcF].length + 1];
faceTransStateThing[dstF][0] = i;
for (int i2 = 0; i2 < source.faceTransStateThing[srcF].length; i2++)
faceTransStateThing[dstF][i2 + 1] = source.faceTransStateThing[srcF][i2];
} else {
faceTransStateThing[dstF] = new int[source.faceTransStateThing[srcF].length];
for (int j2 = 0; j2 < source.faceTransStateThing[srcF].length; j2++)
faceTransStateThing[dstF][j2] = source.faceTransStateThing[srcF][j2];
}
}
}
transformState = 1;
}
public int vertexAt(int x, int y, int z) {
for (int l = 0; l < numVertices; l++)
if (vertexX[l] == x && vertexY[l] == y && vertexZ[l] == z)
return l;
if (numVertices >= maxVerts) {
return -1;
} else {
vertexX[numVertices] = x;
vertexY[numVertices] = y;
vertexZ[numVertices] = z;
return numVertices++;
}
}
public int createVertex(int i, int j, int k) {
if (numVertices >= maxVerts) {
return -1;
} else {
vertexX[numVertices] = i;
vertexY[numVertices] = j;
vertexZ[numVertices] = k;
return numVertices++;
}
}
public int createFace(int n, int vs[], int front, int back) {
if (numFaces >= maxFaces) {
return -1;
} else {
faceNumVertices[numFaces] = n;
faceVertices[numFaces] = vs;
faceFillFront[numFaces] = front;
faceFillBack[numFaces] = back;
transformState = 1;
return numFaces++;
}
}
public GameModel[] split(int unused1, int unused2, int pieceDx, int pieceDz, int rows, int count, int pieceMaxVertices, boolean pickable) {
commit();
int pieceNV[] = new int[count];
int pieceNF[] = new int[count];
for (int i = 0; i < count; i++) {
pieceNV[i] = 0;
pieceNF[i] = 0;
}
for (int f = 0; f < numFaces; f++) {
int sumX = 0;
int sumZ = 0;
int n = faceNumVertices[f];
int vs[] = faceVertices[f];
for (int i = 0; i < n; i++) {
sumX += vertexX[vs[i]];
sumZ += vertexZ[vs[i]];
}
int p = sumX / (n * pieceDx) + (sumZ / (n * pieceDz)) * rows;
pieceNV[p] += n;
pieceNF[p]++;
}
GameModel pieces[] = new GameModel[count];
for (int i = 0; i < count; i++) {
if (pieceNV[i] > pieceMaxVertices)
pieceNV[i] = pieceMaxVertices;
pieces[i] = new GameModel(pieceNV[i], pieceNF[i], true, true, true, pickable, true);
pieces[i].lightDiffuse = lightDiffuse;
pieces[i].lightAmbience = lightAmbience;
}
for (int f = 0; f < numFaces; f++) {
int sumX = 0;
int sumZ = 0;
int n = faceNumVertices[f];
int vs[] = faceVertices[f];
for (int i = 0; i < n; i++) {
sumX += vertexX[vs[i]];
sumZ += vertexZ[vs[i]];
}
int p = sumX / (n * pieceDx) + (sumZ / (n * pieceDz)) * rows;
copyLighting(pieces[p], vs, n, f);
}
for (int p = 0; p < count; p++)
pieces[p].projectionPrepare();
return pieces;
}
public void copyLighting(GameModel model, int srcVs[], int nV, int inF) {
int dstVs[] = new int[nV];
for (int inV = 0; inV < nV; inV++) {
int outV = dstVs[inV] = model.vertexAt(vertexX[srcVs[inV]], vertexY[srcVs[inV]], vertexZ[srcVs[inV]]);
model.vertexIntensity[outV] = vertexIntensity[srcVs[inV]];
model.vertexAmbience[outV] = vertexAmbience[srcVs[inV]];
}
int outF = model.createFace(nV, dstVs, faceFillFront[inF], faceFillBack[inF]);
if (!model.unpickable && !unpickable)
model.faceTag[outF] = faceTag[inF];
model.faceIntensity[outF] = faceIntensity[inF];
model.normalScale[outF] = normalScale[inF];
model.normalMagnitude[outF] = normalMagnitude[inF];
}
public void setLight(boolean gouraud, int ambient, int diffuse, int x, int y, int z) {
lightAmbience = 256 - ambient * 4;
lightDiffuse = (64 - diffuse) * 16 + 128;
if (unlit)
return;
for (int i = 0; i < numFaces; i++)
if (gouraud)
faceIntensity[i] = magic;
else
faceIntensity[i] = 0;
lightDirectionX = x;
lightDirectionY = y;
lightDirectionZ = z;
lightDirectionMagnitude = (int) Math.sqrt(x * x + y * y + z * z);
light();
}
public void setLight(int ambience, int diffuse, int x, int y, int z) {
lightAmbience = 256 - ambience * 4;
lightDiffuse = (64 - diffuse) * 16 + 128;
if (!unlit) {
lightDirectionX = x;
lightDirectionY = y;
lightDirectionZ = z;
lightDirectionMagnitude = (int) Math.sqrt(x * x + y * y + z * z);
light();
}
}
public void setLight(int x, int y, int z) {
if (!unlit) {
lightDirectionX = x;
lightDirectionY = y;
lightDirectionZ = z;
lightDirectionMagnitude = (int) Math.sqrt(x * x + y * y + z * z);
light();
}
}
public void setVertexAmbience(int v, int ambience) {
vertexAmbience[v] = (byte) ambience;
}
public void rotate(int yaw, int pitch, int roll) {
orientationYaw = orientationYaw + yaw & 0xff;
orientationPitch = orientationPitch + pitch & 0xff;
orientationRoll = orientationRoll + roll & 0xff;
determineTransformKind();
transformState = 1;
}
public void orient(int yaw, int pitch, int roll) {
orientationYaw = yaw & 0xff;
orientationPitch = pitch & 0xff;
orientationRoll = roll & 0xff;
determineTransformKind();
transformState = 1;
}
public void translate(int x, int y, int z) {
baseX += x;
baseY += y;
baseZ += z;
determineTransformKind();
transformState = 1;
}
public void place(int x, int y, int z) {
baseX = x;
baseY = y;
baseZ = z;
determineTransformKind();
transformState = 1;
}
private void determineTransformKind() {
if (shearXy != 256 || shearXz != 256 || shearYx != 256 || shearYz != 256 || shearZx != 256 || shearZy != 256) {
transformKind = 4;
} else if (scaleFx != 256 || scaleFy != 256 || scaleFz != 256) {
transformKind = 3;
} else if (orientationYaw != 0 || orientationPitch != 0 || orientationRoll != 0) {
transformKind = 2;
} else if (baseX != 0 || baseY != 0 || baseZ != 0) {
transformKind = 1;
} else {
transformKind = 0;
}
}
private void applyTranslate(int dx, int dy, int dz) {
for (int v = 0; v < numVertices; v++) {
vertexTransformedX[v] += dx;
vertexTransformedY[v] += dy;
vertexTransformedZ[v] += dz;
}
}
private void applyRotation(int yaw, int roll, int pitch) {
for (int v = 0; v < numVertices; v++) {
if (pitch != 0) {
int sin = sine9[pitch];
int cos = sine9[pitch + 256];
int x = vertexTransformedY[v] * sin + vertexTransformedX[v] * cos >> 15;
vertexTransformedY[v] = vertexTransformedY[v] * cos - vertexTransformedX[v] * sin >> 15;
vertexTransformedX[v] = x;
}
if (yaw != 0) {
int sin = sine9[yaw];
int cos = sine9[yaw + 256];
int y = vertexTransformedY[v] * cos - vertexTransformedZ[v] * sin >> 15;
vertexTransformedZ[v] = vertexTransformedY[v] * sin + vertexTransformedZ[v] * cos >> 15;
vertexTransformedY[v] = y;
}
if (roll != 0) {
int sin = sine9[roll];
int cos = sine9[roll + 256];
int x = vertexTransformedZ[v] * sin + vertexTransformedX[v] * cos >> 15;
vertexTransformedZ[v] = vertexTransformedZ[v] * cos - vertexTransformedX[v] * sin >> 15;
vertexTransformedX[v] = x;
}
}
}
private void applyShear(int xy, int xz, int yx, int yz, int zx, int zy) {
for (int idx = 0; idx < numVertices; idx++) {
if (xy != 0)
vertexTransformedX[idx] += vertexTransformedY[idx] * xy >> 8;
if (xz != 0)
vertexTransformedZ[idx] += vertexTransformedY[idx] * xz >> 8;
if (yx != 0)
vertexTransformedX[idx] += vertexTransformedZ[idx] * yx >> 8;
if (yz != 0)
vertexTransformedY[idx] += vertexTransformedZ[idx] * yz >> 8;
if (zx != 0)
vertexTransformedZ[idx] += vertexTransformedX[idx] * zx >> 8;
if (zy != 0)
vertexTransformedY[idx] += vertexTransformedX[idx] * zy >> 8;
}
}
private void applyScale(int fx, int fy, int fz) {
for (int v = 0; v < numVertices; v++) {
vertexTransformedX[v] = vertexTransformedX[v] * fx >> 8;
vertexTransformedY[v] = vertexTransformedY[v] * fy >> 8;
vertexTransformedZ[v] = vertexTransformedZ[v] * fz >> 8;
}
}
private void computeBounds() {
x1 = y1 = z1 = 0xf423f;
diameter = x2 = y2 = z2 = 0xfff0bdc1;
for (int face = 0; face < numFaces; face++) {
int vs[] = faceVertices[face];
int v = vs[0];
int n = faceNumVertices[face];
int x1;
int x2 = x1 = vertexTransformedX[v];
int y1;
int y2 = y1 = vertexTransformedY[v];
int z1;
int z2 = z1 = vertexTransformedZ[v];
for (int i = 0; i < n; i++) {
v = vs[i];
if (vertexTransformedX[v] < x1)
x1 = vertexTransformedX[v];
else if (vertexTransformedX[v] > x2)
x2 = vertexTransformedX[v];
if (vertexTransformedY[v] < y1)
y1 = vertexTransformedY[v];
else if (vertexTransformedY[v] > y2)
y2 = vertexTransformedY[v];
if (vertexTransformedZ[v] < z1)
z1 = vertexTransformedZ[v];
else if (vertexTransformedZ[v] > z2)
z2 = vertexTransformedZ[v];
}
if (!isolated) {
faceBoundLeft[face] = x1;
faceBoundRight[face] = x2;
faceBoundBottom[face] = y1;
faceBoundTop[face] = y2;
faceBoundNear[face] = z1;
faceBoundFar[face] = z2;
}
if (x2 - x1 > diameter)
diameter = x2 - x1;
if (y2 - y1 > diameter)
diameter = y2 - y1;
if (z2 - z1 > diameter)
diameter = z2 - z1;
if (x1 < this.x1)
this.x1 = x1;
if (x2 > this.x2)
this.x2 = x2;
if (y1 < this.y1)
this.y1 = y1;
if (y2 > this.y2)
this.y2 = y2;
if (z1 < this.z1)
this.z1 = z1;
if (z2 > this.z2)
this.z2 = z2;
}
}
public void light() {
if (unlit)
return;
int divisor = lightDiffuse * lightDirectionMagnitude >> 8;
for (int face = 0; face < numFaces; face++)
if (faceIntensity[face] != magic)
faceIntensity[face] = (faceNormalX[face] * lightDirectionX + faceNormalY[face] * lightDirectionY + faceNormalZ[face] * lightDirectionZ) / divisor;
int normalX[] = new int[numVertices];
int normalY[] = new int[numVertices];
int normalZ[] = new int[numVertices];
int normalMagnitude[] = new int[numVertices];
for (int k = 0; k < numVertices; k++) {
normalX[k] = 0;
normalY[k] = 0;
normalZ[k] = 0;
normalMagnitude[k] = 0;
}
for (int face = 0; face < numFaces; face++)
if (faceIntensity[face] == magic) {
for (int v = 0; v < faceNumVertices[face]; v++) {
int k1 = faceVertices[face][v];
normalX[k1] += faceNormalX[face];
normalY[k1] += faceNormalY[face];
normalZ[k1] += faceNormalZ[face];
normalMagnitude[k1]++;
}
}
for (int v = 0; v < numVertices; v++)
if (normalMagnitude[v] > 0)
vertexIntensity[v] = (normalX[v] * lightDirectionX + normalY[v] * lightDirectionY + normalZ[v] * lightDirectionZ) / (divisor * normalMagnitude[v]);
}
public void relight() {
if (unlit && isolated)
return;
for (int face = 0; face < numFaces; face++) {
int verts[] = faceVertices[face];
int aX = vertexTransformedX[verts[0]];
int aY = vertexTransformedY[verts[0]];
int aZ = vertexTransformedZ[verts[0]];
int bX = vertexTransformedX[verts[1]] - aX;
int bY = vertexTransformedY[verts[1]] - aY;
int bZ = vertexTransformedZ[verts[1]] - aZ;
int cX = vertexTransformedX[verts[2]] - aX;
int cY = vertexTransformedY[verts[2]] - aY;
int cZ = vertexTransformedZ[verts[2]] - aZ;
int normX = bY * cZ - cY * bZ;
int normY = bZ * cX - cZ * bX;
int normZ;
for (normZ = bX * cY - cX * bY; normX > 8192 || normY > 8192 || normZ > 8192 || normX < -8192 || normY < -8192 || normZ < -8192; normZ >>= 1) {
normX >>= 1;
normY >>= 1;
}
int normMag = (int) (256D * Math.sqrt(normX * normX + normY * normY + normZ * normZ));
if (normMag <= 0)
normMag = 1;
faceNormalX[face] = (normX * 0x10000) / normMag;
faceNormalY[face] = (normY * 0x10000) / normMag;
faceNormalZ[face] = (normZ * 65535) / normMag;
normalScale[face] = -1;
}
light();
}
public void apply() {
if (transformState == 2) {
transformState = 0;
for (int v = 0; v < numVertices; v++) {
vertexTransformedX[v] = vertexX[v];
vertexTransformedY[v] = vertexY[v];
vertexTransformedZ[v] = vertexZ[v];
}
x1 = y1 = z1 = 0xff676981;
diameter = x2 = y2 = z2 = 0x98967f;
return;
}
if (transformState == 1) {
transformState = 0;
for (int v = 0; v < numVertices; v++) {
vertexTransformedX[v] = vertexX[v];
vertexTransformedY[v] = vertexY[v];
vertexTransformedZ[v] = vertexZ[v];
}
if (transformKind >= 2)
applyRotation(orientationYaw, orientationPitch, orientationRoll);
if (transformKind >= 3)
applyScale(scaleFx, scaleFy, scaleFz);
if (transformKind >= 4)
applyShear(shearXy, shearXz, shearYx, shearYz, shearZx, shearZy);
if (transformKind >= 1)
applyTranslate(baseX, baseY, baseZ);
computeBounds();
relight();
}
}
public void project(int cameraX, int cameraY, int cameraZ, int cameraPitch, int cameraRoll, int cameraYaw, int viewDist, int clipNear) {
apply();
if (z1 > Scene.frustumNearZ || z2 < Scene.furstumFarZ || x1 > Scene.frustumMinX || x2 < Scene.frustumMaxX || y1 > Scene.furstumMinY || y2 < Scene.furstumMaxY) {
visible = false;
return;
}
visible = true;
int yawSin = 0;
int yawCos = 0;
int pitchSin = 0;
int pitchCos = 0;
int rollSin = 0;
int rollCos = 0;
if (cameraYaw != 0) {
yawSin = sine11[cameraYaw];
yawCos = sine11[cameraYaw + 1024];
}
if (cameraRoll != 0) {
rollSin = sine11[cameraRoll];
rollCos = sine11[cameraRoll + 1024];
}
if (cameraPitch != 0) {
pitchSin = sine11[cameraPitch];
pitchCos = sine11[cameraPitch + 1024];
}
for (int v = 0; v < numVertices; v++) {
int x = vertexTransformedX[v] - cameraX;
int y = vertexTransformedY[v] - cameraY;
int z = vertexTransformedZ[v] - cameraZ;
if (cameraYaw != 0) {
int X = y * yawSin + x * yawCos >> 15;
y = y * yawCos - x * yawSin >> 15;
x = X;
}
if (cameraRoll != 0) {
int X = z * rollSin + x * rollCos >> 15;
z = z * rollCos - x * rollSin >> 15;
x = X;
}
if (cameraPitch != 0) {
int Y = y * pitchCos - z * pitchSin >> 15;
z = y * pitchSin + z * pitchCos >> 15;
y = Y;
}
if (z >= clipNear)
vertexViewX[v] = (x << viewDist) / z;
else
vertexViewX[v] = x << viewDist;
if (z >= clipNear)
vertexViewY[v] = (y << viewDist) / z;
else
vertexViewY[v] = y << viewDist;
projectVertexX[v] = x;
projectVertexY[v] = y;
projectVertexZ[v] = z;
}
}
public void commit() {
apply();
for (int i = 0; i < numVertices; i++) {
vertexX[i] = vertexTransformedX[i];
vertexY[i] = vertexTransformedY[i];
vertexZ[i] = vertexTransformedZ[i];
}
baseX = baseY = baseZ = 0;
orientationYaw = orientationPitch = orientationRoll = 0;
scaleFx = scaleFy = scaleFz = 256;
shearXy = shearXz = shearYx = shearYz = shearZx = shearZy = 256;
transformKind = 0;
}
public GameModel copy() {
GameModel pieces[] = new GameModel[1];
pieces[0] = this;
GameModel gameModel = new GameModel(pieces, 1);
gameModel.depth = depth;
gameModel.transparent = transparent;
return gameModel;
}
public GameModel copy(boolean autocommit, boolean isolated, boolean unlit, boolean pickable) {
GameModel pieces[] = new GameModel[1];
pieces[0] = this;
GameModel gameModel = new GameModel(pieces, 1, autocommit, isolated, unlit, pickable);
gameModel.depth = depth;
return gameModel;
}
public void copyPosition(GameModel model) {
orientationYaw = model.orientationYaw;
orientationPitch = model.orientationPitch;
orientationRoll = model.orientationRoll;
baseX = model.baseX;
baseY = model.baseY;
baseZ = model.baseZ;
determineTransformKind();
transformState = 1;
}
public int readBase64(byte buff[]) {
for (; buff[dataPtr] == 10 || buff[dataPtr] == 13; dataPtr++) ;
int hi = base64Alphabet[buff[dataPtr++] & 0xff];
int mid = base64Alphabet[buff[dataPtr++] & 0xff];
int lo = base64Alphabet[buff[dataPtr++] & 0xff];
int val = (hi * 4096 + mid * 64 + lo) - 0x20000;
if (val == 0x1e240)
val = magic;
return val;
}
}