Fix and simplify some things, added skeleton model.

This commit is contained in:
UnknownShadow200 2015-01-04 09:14:18 +11:00
parent 13d4b8470a
commit 037a8144cc
5 changed files with 134 additions and 26 deletions

View File

@ -118,6 +118,7 @@
<Compile Include="Model\ModelPart.cs" /> <Compile Include="Model\ModelPart.cs" />
<Compile Include="Model\PigModel.cs" /> <Compile Include="Model\PigModel.cs" />
<Compile Include="Model\PlayerModel.cs" /> <Compile Include="Model\PlayerModel.cs" />
<Compile Include="Model\SkeletonModel.cs" />
<Compile Include="Model\ZombieModel.cs" /> <Compile Include="Model\ZombieModel.cs" />
<Compile Include="Network\Enums.cs" /> <Compile Include="Network\Enums.cs" />
<Compile Include="Network\FastNetReader.cs" /> <Compile Include="Network\FastNetReader.cs" />

View File

@ -14,10 +14,10 @@ namespace ClassicalSharp.Model {
Set = new ModelSet(); Set = new ModelSet();
Set.Head = MakeHead(); Set.Head = MakeHead();
Set.Torso = MakeTorso(); Set.Torso = MakeTorso();
Set.LeftLegFront = MakeLeg( 0, 16, -0.25f, 0, -0.375f, -0.125f ); Set.LeftLegFront = MakeLeg( -0.25f, 0, -0.375f, -0.125f );
Set.RightLegFront = MakeLeg( 0, 16, 0, 0.25f, -0.375f, -0.125f ); Set.RightLegFront = MakeLeg( 0, 0.25f, -0.375f, -0.125f );
Set.LeftLegBack = MakeLeg( 0, 16, -0.25f, 0, 0.125f, 0.375f ); Set.LeftLegBack = MakeLeg( -0.25f, 0, 0.125f, 0.375f );
Set.RightLegBack = MakeLeg( 0, 16, 0, 0.25f, 0.125f, 0.375f ); Set.RightLegBack = MakeLeg( 0, 0.25f, 0.125f, 0.375f );
vertices = null; vertices = null;
DefaultSkinTextureId = graphics.LoadTexture( "creeper.png" ); DefaultSkinTextureId = graphics.LoadTexture( "creeper.png" );
@ -31,8 +31,8 @@ namespace ClassicalSharp.Model {
return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -0.25f, 0.25f, 0.375f, 1.125f, -0.125f, 0.125f, false ); return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -0.25f, 0.25f, 0.375f, 1.125f, -0.125f, 0.125f, false );
} }
ModelPart MakeLeg( int x, int y, float x1, float x2, float z1, float z2 ) { ModelPart MakeLeg( float x1, float x2, float z1, float z2 ) {
return MakePart( x, y, 4, 6, 4, 4, 4, 6, x1, x2, 0f, 0.375f, z1, z2, false ); return MakePart( 0, 16, 4, 6, 4, 4, 4, 6, x1, x2, 0f, 0.375f, z1, z2, false );
} }
public override float NameYOffset { public override float NameYOffset {

View File

@ -54,7 +54,7 @@ namespace ClassicalSharp.Model {
} }
public override float NameYOffset { public override float NameYOffset {
get { return 1.7f; } get { return 1.075f; }
} }
Vector3 pos; Vector3 pos;

109
Model/SkeletonModel.cs Normal file
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@ -0,0 +1,109 @@
using OpenTK;
using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Renderers;
namespace ClassicalSharp.Model {
public class SkeletonModel : IModel {
ModelSet Set;
public SkeletonModel( Game window ) : base( window ) {
vertices = new VertexPos3fTex2fCol4b[6 * 6];
Set = new ModelSet();
Set.Head = MakeHead();
Set.Torso = MakeTorso();
Set.LeftLeg = MakeLeftLeg( 0.1875f, 0.0625f );
Set.RightLeg = MakeRightLeg( 0.0625f, 0.1875f );
Set.LeftArm = MakeLeftArm( 0.375f, 0.25f );
Set.RightArm = MakeRightArm( 0.25f, 0.375f );
vertices = null;
DefaultSkinTextureId = graphics.LoadTexture( "skeleton.png" );
}
ModelPart MakeLeftArm( float x1, float x2 ) {
return MakePart( 40, 16, 2, 12, 2, 2, 2, 12, -x2, -x1, 0.75f, 1.5f, -0.0625f, 0.0625f, false );
}
ModelPart MakeRightArm( float x1, float x2 ) {
return MakePart( 40, 16, 2, 12, 2, 2, 2, 12, x1, x2, 0.75f, 1.5f, -0.0625f, 0.0625f, false );
}
ModelPart MakeHead() {
return MakePart( 0, 0, 8, 8, 8, 8, 8, 8, -0.25f, 0.25f, 1.5f, 2f, -0.25f, 0.25f, false );
}
ModelPart MakeTorso() {
return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -0.25f, 0.25f, 0.75f, 1.5f, -0.125f, 0.125f, false );
}
ModelPart MakeLeftLeg( float x1, float x2 ) {
return MakePart( 0, 16, 2, 12, 2, 2, 2, 12, -x2, -x1, 0f, 0.75f, -0.0625f, 0.0625f, false );
}
ModelPart MakeRightLeg( float x1, float x2 ) {
return MakePart( 0, 16, 2, 12, 2, 2, 2, 12, x1, x2, 0f, 0.75f, -0.0625f, 0.0625f, false );
}
public override float NameYOffset {
get { return 2.075f; }
}
Vector3 pos;
float yaw, pitch;
float rightLegXRot, rightArmZRot;
float leftLegXRot, leftArmZRot;
public override void RenderModel( Player player, PlayerRenderer renderer ) {
pos = player.Position;
yaw = player.YawDegrees;
pitch = player.PitchDegrees;
leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
graphics.PushMatrix();
graphics.Translate( pos.X, pos.Y, pos.Z );
graphics.RotateY( -yaw );
DrawPlayerModel( player, renderer );
graphics.PopMatrix();
}
private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
graphics.AlphaTest = true;
int texId = DefaultSkinTextureId;
graphics.Bind2DTexture( texId );
DrawRotateX( 0, 1.5f, 0, -pitch, Set.Head );
Set.Torso.Render();
DrawRotateX( 0, 0.75f, 0, leftLegXRot, Set.LeftLeg );
DrawRotateX( 0, 0.75f, 0, rightLegXRot, Set.RightLeg );
DrawRotateXZ( 0, 1.375f, 0, 90f, leftArmZRot, Set.LeftArm );
DrawRotateXZ( 0, 1.375f, 0, 90f, rightArmZRot, Set.RightArm );
}
public override void Dispose() {
Set.Dispose();
graphics.DeleteTexture( DefaultSkinTextureId );
}
class ModelSet {
public ModelPart Head, Torso, LeftLeg, RightLeg, LeftArm, RightArm;
public void Dispose() {
RightArm.Dispose();
LeftArm.Dispose();
RightLeg.Dispose();
LeftLeg.Dispose();
Torso.Dispose();
Head.Dispose();
}
}
}
}

View File

@ -14,21 +14,21 @@ namespace ClassicalSharp.Model {
Set = new ModelSet(); Set = new ModelSet();
Set.Head = MakeHead(); Set.Head = MakeHead();
Set.Torso = MakeTorso(); Set.Torso = MakeTorso();
Set.LeftLeg = MakeLeftLeg( 0, 16, 0.25f, 0f ); Set.LeftLeg = MakeLeftLeg( 0.25f, 0f );
Set.RightLeg = MakeRightLeg( 0, 16, 0, 0.25f ); Set.RightLeg = MakeRightLeg( 0, 0.25f );
Set.LeftArm = MakeLeftArm( 40, 16, 0.5f, 0.25f, 4 ); Set.LeftArm = MakeLeftArm( 0.5f, 0.25f );
Set.RightArm = MakeRightArm( 40, 16, 0.25f, 0.5f, 4 ); Set.RightArm = MakeRightArm( 0.25f, 0.5f );
vertices = null; vertices = null;
DefaultSkinTextureId = graphics.LoadTexture( "zombie.png" ); DefaultSkinTextureId = graphics.LoadTexture( "zombie.png" );
} }
ModelPart MakeLeftArm( int x, int y, float x1, float x2, int width ) { ModelPart MakeLeftArm( float x1, float x2 ) {
return MakePart( x, y, 4, 12, width, 4, width, 12, -x2, -x1, 0.75f, 1.5f, -0.125f, 0.125f, false ); return MakePart( 40, 16, 4, 12, 4, 4, 4, 12, -x2, -x1, 0.75f, 1.5f, -0.125f, 0.125f, false );
} }
ModelPart MakeRightArm( int x, int y, float x1, float x2, int width ) { ModelPart MakeRightArm( float x1, float x2 ) {
return MakePart( x, y, 4, 12, width, 4, width, 12, x1, x2, 0.75f, 1.5f, -0.125f, 0.125f, false ); return MakePart( 40, 16, 4, 12, 4, 4, 4, 12, x1, x2, 0.75f, 1.5f, -0.125f, 0.125f, false );
} }
ModelPart MakeHead() { ModelPart MakeHead() {
@ -39,22 +39,22 @@ namespace ClassicalSharp.Model {
return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -0.25f, 0.25f, 0.75f, 1.5f, -0.125f, 0.125f, false ); return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -0.25f, 0.25f, 0.75f, 1.5f, -0.125f, 0.125f, false );
} }
ModelPart MakeLeftLeg( int x, int y, float x1, float x2 ) { ModelPart MakeLeftLeg( float x1, float x2 ) {
return MakePart( x, y, 4, 12, 4, 4, 4, 12, -x2, -x1, 0f, 0.75f, -0.125f, 0.125f, false ); return MakePart( 0, 16, 4, 12, 4, 4, 4, 12, -x2, -x1, 0f, 0.75f, -0.125f, 0.125f, false );
} }
ModelPart MakeRightLeg( int x, int y, float x1, float x2 ) { ModelPart MakeRightLeg( float x1, float x2 ) {
return MakePart( x, y, 4, 12, 4, 4, 4, 12, x1, x2, 0f, 0.75f, -0.125f, 0.125f, false ); return MakePart( 0, 16, 4, 12, 4, 4, 4, 12, x1, x2, 0f, 0.75f, -0.125f, 0.125f, false );
} }
public override float NameYOffset { public override float NameYOffset {
get { return 2.1375f; } get { return 2.075f; }
} }
Vector3 pos; Vector3 pos;
float yaw, pitch; float yaw, pitch;
float rightLegXRot, rightArmXRot, rightArmZRot; float rightLegXRot, rightArmZRot;
float leftLegXRot, leftArmXRot, leftArmZRot; float leftLegXRot, leftArmZRot;
public override void RenderModel( Player player, PlayerRenderer renderer ) { public override void RenderModel( Player player, PlayerRenderer renderer ) {
pos = player.Position; pos = player.Position;
@ -62,10 +62,8 @@ namespace ClassicalSharp.Model {
pitch = player.PitchDegrees; pitch = player.PitchDegrees;
leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI; leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
leftArmXRot = player.leftArmXRot * 180 / (float)Math.PI;
leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI; leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI; rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
rightArmXRot = player.rightArmXRot * 180 / (float)Math.PI;
rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI; rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
graphics.PushMatrix(); graphics.PushMatrix();
@ -84,8 +82,8 @@ namespace ClassicalSharp.Model {
Set.Torso.Render(); Set.Torso.Render();
DrawRotateX( 0, 0.75f, 0, leftLegXRot, Set.LeftLeg ); DrawRotateX( 0, 0.75f, 0, leftLegXRot, Set.LeftLeg );
DrawRotateX( 0, 0.75f, 0, rightLegXRot, Set.RightLeg ); DrawRotateX( 0, 0.75f, 0, rightLegXRot, Set.RightLeg );
DrawRotateXZ( 0, 1.5f, 0, leftArmXRot, leftArmZRot, Set.LeftArm ); DrawRotateXZ( 0, 1.375f, 0, 90f, leftArmZRot, Set.LeftArm );
DrawRotateXZ( 0, 1.5f, 0, rightArmXRot, rightArmZRot, Set.RightArm ); DrawRotateXZ( 0, 1.375f, 0, 90f, rightArmZRot, Set.RightArm );
graphics.AlphaTest = true; graphics.AlphaTest = true;
} }