ClassiCube/ClassicalSharp/Model/HumanoidModel.cs

94 lines
3.6 KiB
C#

using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp.Model {
public class HumanoidModel : IModel {
ModelSet Set, SetSlim;
public HumanoidModel( Game window ) : base( window ) {
vertices = new ModelVertex[boxVertices * ( 7 + 2 )];
Set = new ModelSet();
Set.Head = BuildBox( MakeBoxBounds( -4, 24, -4, 4, 32, 4 )
.SetTexOrigin( 0, 0 )
.SetRotOrigin( 0, 24, 0 ) );
Set.Torso = BuildBox( MakeBoxBounds( -4, 12, -2, 4, 24, 2 )
.SetTexOrigin( 16, 16 ) );
Set.LeftLeg = BuildBox( MakeBoxBounds( 0, 0, -2, -4, 12, 2 )
.SetTexOrigin( 0, 16 )
.SetRotOrigin( 0, 12, 0 ) );
Set.RightLeg = BuildBox( MakeBoxBounds( 0, 0, -2, 4, 12, 2 )
.SetTexOrigin( 0, 16 )
.SetRotOrigin( 0, 12, 0 ) );
Set.Hat = BuildBox( MakeBoxBounds( -4, 24, -4, 4, 32, 4 )
.SetTexOrigin( 32, 0 ).ExpandBounds( 0.5f )
.SetRotOrigin( 0, 24, 0 ) );
Set.LeftArm = BuildBox( MakeBoxBounds( -4, 12, -2, -8, 24, 2 )
.SetTexOrigin( 40, 16 )
.SetRotOrigin( -5, 22, 0 ) );
Set.RightArm = BuildBox( MakeBoxBounds( 4, 12, -2, 8, 24, 2 )
.SetTexOrigin( 40, 16 )
.SetRotOrigin( 5, 22, 0 ) );
SetSlim = new ModelSet();
SetSlim.Head = Set.Head;
SetSlim.Torso = Set.Torso;
SetSlim.LeftLeg = Set.LeftLeg;
SetSlim.RightLeg = Set.RightLeg;
SetSlim.LeftArm = BuildBox( MakeBoxBounds( -7, 12, -2, -4, 24, 2 )
.SetTexOrigin( 32, 48 )
.SetRotOrigin( -5, 22, 0 ) );
SetSlim.RightArm = BuildBox( MakeBoxBounds( 4, 12, -2, 7, 24, 2 )
.SetTexOrigin( 40, 16 )
.SetRotOrigin( 5, 22, 0 ) );
SetSlim.Hat = Set.Hat;
}
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 : 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;
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;
}
}
}