mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-08 14:56:12 -04:00
Simplify model rendering, add chicken model.
This commit is contained in:
parent
037a8144cc
commit
3ade0d8402
@ -113,6 +113,7 @@
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<Compile Include="Map.cs" />
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<Compile Include="MeshBuilders\ChunkMeshBuilder.cs" />
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<Compile Include="MeshBuilders\ChunkMeshBuilderTex2Col4.cs" />
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<Compile Include="Model\ChickenModel.cs" />
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<Compile Include="Model\CreeperModel.cs" />
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<Compile Include="Model\IModel.cs" />
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<Compile Include="Model\ModelPart.cs" />
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110
Model/ChickenModel.cs
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110
Model/ChickenModel.cs
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@ -0,0 +1,110 @@
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using OpenTK;
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using System;
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using System.Drawing;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Renderers;
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namespace ClassicalSharp.Model {
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public class ChickenModel : IModel {
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ModelSet Set;
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public ChickenModel( Game window ) : base( window ) {
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vertices = new VertexPos3fTex2fCol4b[6 * 6];
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Set = new ModelSet();
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Set.Head = MakeHead();
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Set.Head2 = MakeHead2(); // TODO: Find a more appropriate name.
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Set.Head3 = MakeHead3();
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Set.Torso = MakeTorso();
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Set.LeftLegFront = MakeLeg( -0.1875f, 0f, -0.125f, -0.0625f );
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Set.RightLegFront = MakeLeg( 0f, 0.1875f, 0.0625f, 0.125f );
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vertices = null;
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DefaultSkinTextureId = graphics.LoadTexture( "chicken.png" );
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}
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ModelPart MakeHead() {
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return MakePart( 0, 0, 3, 6, 4, 3, 4, 6, -0.125f, 0.125f, 0.5625f, 0.9375f, -0.375f, -0.1875f, false );
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}
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ModelPart MakeHead2() {
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return MakePart( 14, 4, 2, 2, 2, 2, 2, 2, -0.0625f, 0.0625f, 0.5625f, 0.6875f, -0.4375f, -0.3125f, false );
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}
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ModelPart MakeHead3() {
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return MakePart( 14, 0, 2, 2, 4, 2, 4, 2, -0.125f, 0.125f, 0.6875f, 0.8125f, -0.5f, -0.375f, false );
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}
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ModelPart MakeTorso() {
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index = 0;
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const float x1 = -0.1875f, x2 = 0.1875f, y1 = 0.3125f, y2 = 0.6875f, z1 = -0.25f, z2 = 0.25f;
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YPlane( 18, 15, 6, 8, x1, x2, z1, z2, y2, false ); // top
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YPlane( 6, 15, 6, 8, x2, x1, z1, z2, y1, false ); // bottom
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ZPlane( 6, 9, 6, 6, x2, x1, y1, y2, z1, false ); // front
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ZPlane( 12, 9, 6, 6, x2, x1, y2, y1, z2, false ); // back
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XPlane( 12, 15, 6, 8, y1, y2, z2, z1, x1, false ); // left
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XPlane( 0, 15, 6, 8, y2, y1, z2, z1, x2, false ); // right
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// rotate left and right 90 degrees
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for( int i = index - 12; i < index; i++ ) {
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VertexPos3fTex2fCol4b vertex = vertices[i];
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float z = vertex.Z;
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vertex.Z = vertex.Y;
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vertex.Y = z;
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vertices[i] = vertex;
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}
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return new ModelPart( vertices, 6 * 6, graphics );
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}
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ModelPart MakeLeg( float x1, float x2, float legX1, float legX2 ) {
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index = 0;
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const float y1 = 0f, y2 = 0.3125f, z2 = 0.0625f, z1 = -0.125f;
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YPlane( 32, 0, 3, 3, x2, x1, z1, z2, y1, false ); // bottom feet
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ZPlane( 36, 3, 1, 5, legX1, legX2, y1, y2, z2, false ); // vertical part of leg
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return new ModelPart( vertices, 2 * 6, graphics );
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}
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public override float NameYOffset {
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get { return 1.075f; }
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}
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protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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graphics.Texturing = true;
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int texId = DefaultSkinTextureId;
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graphics.Bind2DTexture( texId );
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graphics.AlphaTest = true;
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DrawRotateX( 0, 0.5625f, -0.1875f, -pitch, Set.Head );
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DrawRotateX( 0, 0.5625f, -0.1875f, -pitch, Set.Head2 );
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DrawRotateX( 0, 0.5625f, -0.1875f, -pitch, Set.Head3 );
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Set.Torso.Render();
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DrawRotateX( 0, 0.3125f, 0.0625f, leftLegXRot, Set.LeftLegFront );
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DrawRotateX( 0, 0.3125f, 0.0625f, rightLegXRot, Set.RightLegFront );
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graphics.Texturing = false;
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graphics.AlphaTest = false;
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Vector3[] vertices = { new Vector3( 0, -2, 0 ), new Vector3( 0, 2, 0 ) };
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graphics.DrawVertices( DrawMode.Lines, vertices );
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graphics.AlphaTest = true;
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graphics.Texturing = true;
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}
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public override void Dispose() {
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Set.Dispose();
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graphics.DeleteTexture( DefaultSkinTextureId );
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}
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class ModelSet {
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public ModelPart Head, Head2, Head3, Torso, LeftLegFront, RightLegFront;
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public void Dispose() {
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RightLegFront.Dispose();
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LeftLegFront.Dispose();
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Torso.Dispose();
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Head.Dispose();
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Head2.Dispose();
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Head3.Dispose();
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}
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}
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}
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}
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@ -39,26 +39,7 @@ namespace ClassicalSharp.Model {
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get { return 1.7f; }
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}
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Vector3 pos;
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float yaw, pitch;
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float leftLegXRot, rightLegXRot;
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public override void RenderModel( Player player, PlayerRenderer renderer ) {
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pos = player.Position;
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yaw = player.YawDegrees;
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pitch = player.PitchDegrees;
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leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
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rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
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graphics.PushMatrix();
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graphics.Translate( pos.X, pos.Y, pos.Z );
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graphics.RotateY( -yaw );
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DrawPlayerModel( player, renderer );
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graphics.PopMatrix();
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}
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private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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graphics.Texturing = true;
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int texId = DefaultSkinTextureId;
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graphics.Bind2DTexture( texId );
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@ -17,7 +17,30 @@ namespace ClassicalSharp.Model {
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public abstract float NameYOffset { get; }
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public abstract void RenderModel( Player player, PlayerRenderer renderer );
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protected Vector3 pos;
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protected float yaw, pitch;
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protected float rightLegXRot, rightArmXRot, rightArmZRot;
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protected float leftLegXRot, leftArmXRot, leftArmZRot;
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public void RenderModel( Player player, PlayerRenderer renderer ) {
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pos = player.Position;
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yaw = player.YawDegrees;
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pitch = player.PitchDegrees;
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leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
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leftArmXRot = player.leftArmXRot * 180 / (float)Math.PI;
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leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
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rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
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rightArmXRot = player.rightArmXRot * 180 / (float)Math.PI;
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rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
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graphics.PushMatrix();
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graphics.Translate( pos.X, pos.Y, pos.Z );
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graphics.RotateY( -yaw );
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DrawPlayerModel( player, renderer );
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graphics.PopMatrix();
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}
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protected abstract void DrawPlayerModel( Player player, PlayerRenderer renderer );
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public abstract void Dispose();
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@ -36,7 +59,7 @@ namespace ClassicalSharp.Model {
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ZPlane( x + sidesW + bodyW + sidesW, y + endsH, bodyW, bodyH, x1, x2, y1, y2, z2, _64x64 ); // back
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XPlane( x + sidesW + bodyW, y + endsH, sidesW, sidesH, z1, z2, y1, y2, x1, _64x64 ); // left
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XPlane( x, y + endsH, sidesW, sidesH, z2, z1, y1, y2, x2, _64x64 ); // right
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return new ModelPart( vertices, graphics );
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return new ModelPart( vertices, 6 * 6, graphics );
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}
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protected static TextureRectangle SkinTexCoords( int x, int y, int width, int height, float skinWidth, float skinHeight ) {
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@ -9,10 +9,10 @@ namespace ClassicalSharp {
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public int Count;
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public IGraphicsApi Graphics;
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public ModelPart( VertexPos3fTex2fCol4b[] vertices, IGraphicsApi graphics ) {
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Count = vertices.Length;
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public ModelPart( VertexPos3fTex2fCol4b[] vertices, int count, IGraphicsApi graphics ) {
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Count = count;
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Graphics = graphics;
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VbId = Graphics.InitVb( vertices, DrawMode.Triangles, VertexFormat.VertexPos3fTex2fCol4b );
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VbId = Graphics.InitVb( vertices, DrawMode.Triangles, VertexFormat.VertexPos3fTex2fCol4b, count );
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}
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public void Render() {
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@ -35,7 +35,7 @@ namespace ClassicalSharp.Model {
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YPlane( 54, 16, 10, 16, x1, x2, z1, z2, y2, false ); // top
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YPlane( 36, 16, 10, 16, x2, x1, z1, z2, y1, false ); // bottom
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ZPlane( 36, 8, 10, 8, x2, x1, y1, y2, z1, false ); // front
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ZPlane( 46, 8, 10, 8, x1, x2, y1, y2, z2, false ); // back
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ZPlane( 46, 8, 10, 8, x2, x1, y2, y1, z2, false ); // back
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XPlane( 46, 16, 8, 16, y1, y2, z2, z1, x1, false ); // left
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XPlane( 28, 16, 8, 16, y2, y1, z2, z1, x2, false ); // right
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// rotate left and right 90 degrees
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@ -46,7 +46,7 @@ namespace ClassicalSharp.Model {
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vertex.Y = z;
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vertices[i] = vertex;
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}
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return new ModelPart( vertices, graphics );
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return new ModelPart( vertices, 6 * 6, graphics );
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}
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ModelPart MakeLeg( float x1, float x2, float z1, float z2 ) {
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@ -57,26 +57,7 @@ namespace ClassicalSharp.Model {
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get { return 1.075f; }
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}
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Vector3 pos;
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float yaw, pitch;
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float leftLegXRot, rightLegXRot;
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public override void RenderModel( Player player, PlayerRenderer renderer ) {
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pos = player.Position;
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yaw = player.YawDegrees;
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pitch = player.PitchDegrees;
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leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
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rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
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graphics.PushMatrix();
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graphics.Translate( pos.X, pos.Y, pos.Z );
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graphics.RotateY( -yaw );
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DrawPlayerModel( player, renderer );
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graphics.PopMatrix();
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}
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private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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graphics.Texturing = true;
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int texId = DefaultSkinTextureId;
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graphics.Bind2DTexture( texId );
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@ -77,41 +77,16 @@ namespace ClassicalSharp.Model {
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get { return 2.1375f; }
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}
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Vector3 pos;
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float yaw, pitch;
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ModelSet model;
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float rightLegXRot, rightArmXRot, rightArmZRot;
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float leftLegXRot, leftArmXRot, leftArmZRot;
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public override void RenderModel( Player player, PlayerRenderer renderer ) {
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pos = player.Position;
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yaw = player.YawDegrees;
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pitch = player.PitchDegrees;
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leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
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leftArmXRot = player.leftArmXRot * 180 / (float)Math.PI;
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leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
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rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
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rightArmXRot = player.rightArmXRot * 180 / (float)Math.PI;
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rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
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protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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graphics.Texturing = true;
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int texId = renderer.TextureId <= 0 ? DefaultSkinTextureId : renderer.TextureId;
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graphics.Bind2DTexture( texId );
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model = Set64x32;
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SkinType skinType = player.SkinType;
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if( skinType == SkinType.Type64x64 ) model = Set64x64;
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else if( skinType == SkinType.Type64x64Slim ) model = Set64x64Slim;
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graphics.PushMatrix();
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graphics.Translate( pos.X, pos.Y, pos.Z );
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graphics.RotateY( -yaw );
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DrawPlayerModel( player, renderer );
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graphics.PopMatrix();
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}
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private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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graphics.Texturing = true;
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int texId = renderer.TextureId <= 0 ? DefaultSkinTextureId : renderer.TextureId;
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graphics.Bind2DTexture( texId );
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DrawRotateX( 0, 1.5f, 0, -pitch, model.Head );
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model.Torso.Render();
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DrawRotateX( 0, 0.75f, 0, leftLegXRot, model.LeftLeg );
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@ -51,29 +51,7 @@ namespace ClassicalSharp.Model {
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get { return 2.075f; }
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}
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Vector3 pos;
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float yaw, pitch;
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float rightLegXRot, rightArmZRot;
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float leftLegXRot, leftArmZRot;
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public override void RenderModel( Player player, PlayerRenderer renderer ) {
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pos = player.Position;
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yaw = player.YawDegrees;
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pitch = player.PitchDegrees;
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leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
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leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
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rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
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rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
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graphics.PushMatrix();
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graphics.Translate( pos.X, pos.Y, pos.Z );
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graphics.RotateY( -yaw );
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DrawPlayerModel( player, renderer );
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graphics.PopMatrix();
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}
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private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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graphics.Texturing = true;
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graphics.AlphaTest = true;
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int texId = DefaultSkinTextureId;
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@ -51,29 +51,7 @@ namespace ClassicalSharp.Model {
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get { return 2.075f; }
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}
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Vector3 pos;
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float yaw, pitch;
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float rightLegXRot, rightArmZRot;
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float leftLegXRot, leftArmZRot;
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public override void RenderModel( Player player, PlayerRenderer renderer ) {
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pos = player.Position;
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yaw = player.YawDegrees;
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pitch = player.PitchDegrees;
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leftLegXRot = player.leftLegXRot * 180 / (float)Math.PI;
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leftArmZRot = player.leftArmZRot * 180 / (float)Math.PI;
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rightLegXRot = player.rightLegXRot * 180 / (float)Math.PI;
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rightArmZRot = player.rightArmZRot * 180 / (float)Math.PI;
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graphics.PushMatrix();
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graphics.Translate( pos.X, pos.Y, pos.Z );
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graphics.RotateY( -yaw );
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DrawPlayerModel( player, renderer );
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graphics.PopMatrix();
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}
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private void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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graphics.Texturing = true;
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int texId = DefaultSkinTextureId;
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graphics.Bind2DTexture( texId );
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