using System; using System.Drawing; using ClassicalSharp.GraphicsAPI; using OpenTK; namespace ClassicalSharp.Model { public class HumanoidModel : IModel { ModelSet Set, SetSlim, Set64; public HumanoidModel( Game window ) : base( window ) { } internal override void CreateParts() { vertices = new ModelVertex[boxVertices * ( 7 + 11 )]; Set = new ModelSet(); BoxDesc head = MakeBoxBounds( -4, 24, -4, 4, 32, 4 ).RotOrigin( 0, 24, 0 ); BoxDesc torso = MakeBoxBounds( -4, 12, -2, 4, 24, 2 ); BoxDesc lLeg = MakeBoxBounds( -4, 0, -2, 0, 12, 2 ).RotOrigin( 0, 12, 0 ); BoxDesc rLeg = MakeBoxBounds( 0, 0, -2, 4, 12, 2 ).RotOrigin( 0, 12, 0 ); BoxDesc lArm = MakeBoxBounds( -8, 12, -2, -4, 24, 2 ).RotOrigin( -5, 22, 0 ); BoxDesc rArm = MakeBoxBounds( 4, 12, -2, 8, 24, 2 ).RotOrigin( 5, 22, 0 ); Set.Head = BuildBox( head.TexOrigin( 0, 0 ) ); Set.Torso = BuildBox( torso.TexOrigin( 16, 16 ) ); Set.LeftLeg = BuildBox( lLeg.TexOrigin( 0, 16 ) ); Set.RightLeg = BuildBox( rLeg.TexOrigin( 0, 16 ) ); Set.Hat = BuildBox( head.TexOrigin( 32, 0 ).Expand( 0.5f ) ); Set.LeftArm = BuildBox( lArm.TexOrigin( 40, 16 ) ); Set.RightArm = BuildBox( rArm.TexOrigin( 40, 16 ) ); Set64 = new ModelSet(); Set64.Head = Set.Head; Set64.Torso = Set.Torso; Set64.LeftLeg = BuildBox( lLeg.MirrorX().TexOrigin( 16, 48 ) ); Set64.RightLeg = Set.RightLeg; Set64.Hat = Set.Hat; Set64.LeftArm = BuildBox( lArm.MirrorX().TexOrigin( 32, 48 ) ); Set64.RightArm = Set.RightArm; Set64.TorsoLayer = BuildBox( torso.TexOrigin( 16, 32 ).Expand( 0.5f ) ); Set64.LeftLegLayer = BuildBox( lLeg.TexOrigin( 0, 48 ).Expand( 0.5f ) ); Set64.RightLegLayer = BuildBox( rLeg.TexOrigin( 0, 32 ).Expand( 0.5f ) ); Set64.LeftArmLayer = BuildBox( lArm.TexOrigin( 48, 48 ).Expand( 0.5f ) ); Set64.RightArmLayer = BuildBox( rArm.TexOrigin( 40, 32 ).Expand( 0.5f ) ); SetSlim = new ModelSet(); SetSlim.Head = Set.Head; SetSlim.Torso = Set.Torso; SetSlim.LeftLeg = Set64.LeftLeg; SetSlim.RightLeg = Set.RightLeg; SetSlim.Hat = Set.Hat; lArm.BodyW -= 1; lArm.X2 += 1/16f; SetSlim.LeftArm = BuildBox( lArm.TexOrigin( 32, 48 ) ); rArm.BodyW -= 1; rArm.X2 -= 1/16f; SetSlim.RightArm = BuildBox( rArm.TexOrigin( 40, 16 ) ); SetSlim.TorsoLayer = Set64.TorsoLayer; SetSlim.LeftLegLayer = Set64.LeftLegLayer; SetSlim.RightLegLayer = Set64.RightLegLayer; SetSlim.LeftArmLayer = BuildBox( lArm.TexOrigin( 32, 48 ).Expand( 0.5f ) ); SetSlim.RightArmLayer = BuildBox( rArm.TexOrigin( 40, 32 ).Expand( 0.5f ) ); } public override bool Bobbing { get { return true; } } public override float NameYOffset { get { return 2.1375f; } } public override float GetEyeY( Entity entity ) { return 26/16f; } public override Vector3 CollisionSize { get { return new Vector3( 8/16f + 0.6f/16f, 28.1f/16f, 8/16f + 0.6f/16f ); } } public override BoundingBox PickingBounds { get { return new BoundingBox( -8/16f, 0, -4/16f, 8/16f, 32/16f, 4/16f ); } } protected override void DrawModel( Player p ) { int texId = p.PlayerTextureId <= 0 ? cache.HumanoidTexId : p.PlayerTextureId; graphics.BindTexture( texId ); graphics.AlphaTest = false; SkinType skinType = p.SkinType; _64x64 = skinType != SkinType.Type64x32; ModelSet model = skinType == SkinType.Type64x64Slim ? SetSlim : (skinType == SkinType.Type64x64 ? Set64 : Set); DrawHeadRotate( -p.PitchRadians, 0, 0, model.Head ); DrawPart( model.Torso ); DrawRotate( p.anim.legXRot, 0, 0, model.LeftLeg ); DrawRotate( -p.anim.legXRot, 0, 0, model.RightLeg ); Rotate = RotateOrder.XZY; DrawRotate( p.anim.leftXRot, 0, p.anim.leftZRot, model.LeftArm ); DrawRotate( p.anim.rightXRot, 0, p.anim.rightZRot, model.RightArm ); Rotate = RotateOrder.ZYX; graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 ); graphics.AlphaTest = true; index = 0; if( _64x64 ) { DrawPart( model.TorsoLayer ); DrawRotate( p.anim.legXRot, 0, 0, model.LeftLegLayer ); DrawRotate( -p.anim.legXRot, 0, 0, model.RightLegLayer ); Rotate = RotateOrder.XZY; DrawRotate( p.anim.leftXRot, 0, p.anim.leftZRot, model.LeftArmLayer ); DrawRotate( p.anim.rightXRot, 0, p.anim.rightZRot, model.RightArmLayer ); Rotate = RotateOrder.ZYX; } DrawHeadRotate( -p.PitchRadians, 0, 0, model.Hat ); graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 ); } class ModelSet { public ModelPart Head, Torso, LeftLeg, RightLeg, LeftArm, RightArm, Hat, TorsoLayer, LeftLegLayer, RightLegLayer, LeftArmLayer, RightArmLayer; } } }