using System; using ClassicalSharp.GraphicsAPI; using OpenTK; namespace ClassicalSharp.Model { public class CustomModel : IModel { public CustomModel( Game window ) : base( window ) { } internal override void CreateParts() { } internal bool bobbing; public override bool Bobbing { get { return bobbing; } } internal float nameYOffset; public override float NameYOffset { get { return nameYOffset; } } internal float eyeY; public override float GetEyeY( Entity entity ) { return eyeY; } internal Vector3 collisonSize; public override Vector3 CollisionSize { get { return collisonSize; } } internal BoundingBox pickingBounds; public override BoundingBox PickingBounds { get { return pickingBounds; } } protected override void DrawModel( Player p ) { int texId = p.PlayerTextureId <= 0 ? cache.HumanoidTexId : p.PlayerTextureId; } internal void ReadMetadataPacket( NetReader reader ) { collisonSize = ReadVector( reader ); pickingBounds.Min = ReadVector( reader ); pickingBounds.Max = ReadVector( reader ); nameYOffset = reader.ReadInt16() / 256f; eyeY = reader.ReadInt16() / 256f; bobbing = reader.ReadUInt8() != 0; } internal void ReadDefinePartPacket( NetReader reader ) { ushort partId = reader.ReadUInt16(); byte type = reader.ReadUInt8(); Vector3 min = ReadVector( reader ); Vector3 max = ReadVector( reader ); } internal void ReadRotationPacket( NetReader reader ) { ushort partId = reader.ReadUInt16(); byte order = reader.ReadUInt8(); RotateData rotX = ReadRotateData( reader ); RotateData rotY = ReadRotateData( reader ); RotateData rotZ = ReadRotateData( reader ); } CustomModelPart[] parts; Vector3 ReadVector( NetReader reader ) { return new Vector3( reader.ReadInt16() / 256f, reader.ReadInt16() / 256f, reader.ReadInt16() / 256f ); } RotateData ReadRotateData( NetReader reader ) { RotateData data = default(RotateData); data.Origin = reader.ReadInt16() / 256f; data.Type = reader.ReadUInt8(); data.VarA = reader.ReadInt16() / 512f; data.VarB = reader.ReadInt16() / 512f; return data; } struct CustomModelPart { public RotateOrder Order; public RotateData RotX, RotY, RotZ; } struct RotateData { public float Origin; public byte Type; public float VarA, VarB; } } }