using OpenTK; using System; using System.Drawing; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Renderers; namespace ClassicalSharp.Model { public class PigModel : IModel { ModelSet Set; public PigModel( Game window ) : base( window ) { vertices = new VertexPos3fTex2fCol4b[6 * 6]; Set = new ModelSet(); Set.Head = MakeHead(); Set.Torso = MakeTorso(); Set.LeftLegFront = MakeLeg( -0.3125f, -0.0625f, -0.4375f, -0.1875f ); Set.RightLegFront = MakeLeg( 0.0625f, 0.3125f, -0.4375f, -0.1875f ); Set.LeftLegBack = MakeLeg( -0.3125f, -0.0625f, 0.3125f, 0.5625f ); Set.RightLegBack = MakeLeg( 0.0625f, 0.3125f, 0.3125f, 0.5625f ); vertices = null; DefaultSkinTextureId = graphics.LoadTexture( "pig.png" ); } ModelPart MakeHead() { return MakePart( 0, 0, 8, 8, 8, 8, 8, 8, -0.25f, 0.25f, 0.5f, 1f, -0.875f, -0.375f, false ); } ModelPart MakeTorso() { return MakeRotatedPart( 28, 8, 8, 16, 10, 8, 10, 16, -0.3125f, 0.3125f, 0.375f, 0.875f, -0.5f, 0.5f, false ); } ModelPart MakeLeg( float x1, float x2, float z1, float z2 ) { return MakePart( 0, 16, 4, 6, 4, 4, 4, 6, x1, x2, 0f, 0.375f, z1, z2, false ); } public override float NameYOffset { get { return 1.075f; } } protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) { graphics.Texturing = true; int texId = DefaultSkinTextureId; graphics.Bind2DTexture( texId ); DrawRotateX( 0, 0.75f, -0.375f, -pitch, Set.Head ); Set.Torso.Render(); DrawRotateX( 0, 0.375f, -0.3125f, leftLegXRot, Set.LeftLegFront ); DrawRotateX( 0, 0.375f, -0.3125f, rightLegXRot, Set.RightLegFront ); DrawRotateX( 0, 0.375f, 0.4375f, rightLegXRot, Set.LeftLegBack ); DrawRotateX( 0, 0.375f, 0.4375f, leftLegXRot, Set.RightLegBack ); graphics.AlphaTest = true; } public override void Dispose() { Set.Dispose(); graphics.DeleteTexture( DefaultSkinTextureId ); } class ModelSet { public ModelPart Head, Torso, LeftLegFront, RightLegFront, LeftLegBack, RightLegBack; public void Dispose() { RightLegFront.Dispose(); LeftLegFront.Dispose(); RightLegBack.Dispose(); LeftLegBack.Dispose(); Torso.Dispose(); Head.Dispose(); } } } }