using System; using ClassicalSharp.GraphicsAPI; using OpenTK; namespace ClassicalSharp.Model { public class SkeletonModel : IModel { public SkeletonModel( Game window ) : base( window ) { vertices = new ModelVertex[boxVertices * 6]; Head = BuildBox( MakeBoxBounds( -4, 24, -4, 4, 32, 4 ) .SetTexOrigin( 0, 0 ) ); Torso = BuildBox( MakeBoxBounds( -4, 12, -2, 4, 24, 2 ) .SetTexOrigin( 16, 16 ) ); LeftLeg = BuildBox( MakeBoxBounds( -1, 0, -1, -3, 12, 1 ) .SetTexOrigin( 0, 16 ) ); RightLeg = BuildBox( MakeBoxBounds( 1, 0, -1, 3, 12, 1 ) .SetTexOrigin( 0, 16 ) ); LeftArm = BuildBox( MakeBoxBounds( -4, 12, -1, -6, 24, 1 ) .SetTexOrigin( 40, 16 ) ); RightArm = BuildBox( MakeBoxBounds( 4, 12, -1, 6, 24, 1 ) .SetTexOrigin( 40, 16 ) ); } public override bool Bobbing { get { return true; } } public override float NameYOffset { get { return 2.075f; } } public override float GetEyeY( Entity entity ) { return 26/16f; } public override Vector3 CollisionSize { get { return new Vector3( 8/16f, 30/16f, 8/16f ); } } public override BoundingBox PickingBounds { get { return new BoundingBox( -4/16f, 0, -4/16f, 4/16f, 32/16f, 4/16f ); } } protected override void DrawPlayerModel( Player p ) { int texId = p.MobTextureId <= 0 ? cache.SkeletonTexId : p.MobTextureId; graphics.BindTexture( texId ); DrawHeadRotate( 0, 24/16f, 0, -p.PitchRadians, 0, 0, Head ); DrawPart( Torso ); DrawRotate( 0, 12/16f, 0, p.anim.legXRot, 0, 0, LeftLeg ); DrawRotate( 0, 12/16f, 0, -p.anim.legXRot, 0, 0, RightLeg ); DrawRotate( -5/16f, 23/16f, 0, 90 * Utils.Deg2Rad, 0, p.anim.armZRot, LeftArm ); DrawRotate( 5/16f, 23/16f, 0, 90 * Utils.Deg2Rad, 0, -p.anim.armZRot, RightArm ); graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 ); } ModelPart Head, Torso, LeftLeg, RightLeg, LeftArm, RightArm; } }