mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-12 15:52:45 -04:00
106 lines
2.7 KiB
C#
106 lines
2.7 KiB
C#
using System;
|
|
using ClassicalSharp.Model;
|
|
using OpenTK;
|
|
|
|
namespace ClassicalSharp.Renderers {
|
|
|
|
public class BlockHandRenderer : IDisposable {
|
|
|
|
Game game;
|
|
BlockModel block;
|
|
FakePlayer fakePlayer;
|
|
bool playAnimation, leftAnimation;
|
|
|
|
public BlockHandRenderer( Game window ) {
|
|
this.game = window;
|
|
}
|
|
|
|
public void Init() {
|
|
block = new BlockModel( game );
|
|
fakePlayer = new FakePlayer( game );
|
|
SetupMatrices();
|
|
}
|
|
|
|
double animTime;
|
|
public void Render( double delta ) {
|
|
if( game.Camera.IsThirdPerson )
|
|
return;
|
|
game.Graphics.Texturing = true;
|
|
game.Graphics.DepthTest = false;
|
|
game.Graphics.AlphaTest = true;
|
|
|
|
fakePlayer.Position = Vector3.Zero;
|
|
if( playAnimation )
|
|
DoAnimation( delta );
|
|
|
|
byte type = (byte)game.Inventory.HeldBlock;
|
|
if( game.BlockInfo.IsSprite[type] )
|
|
game.Graphics.LoadMatrix( ref spriteMat );
|
|
else
|
|
game.Graphics.LoadMatrix( ref normalMat );
|
|
fakePlayer.Block = type;
|
|
block.RenderModel( fakePlayer );
|
|
|
|
game.Graphics.LoadMatrix( ref game.View );
|
|
game.Graphics.Texturing = false;
|
|
game.Graphics.DepthTest = true;
|
|
game.Graphics.AlphaTest = false;
|
|
}
|
|
|
|
const double animPeriod = 0.25;
|
|
const double animSpeed = Math.PI / 0.25;
|
|
void DoAnimation( double delta ) {
|
|
if( !leftAnimation ) {
|
|
fakePlayer.Position.Y = -(float)Math.Sin( animTime * animSpeed );
|
|
} else {
|
|
|
|
}
|
|
|
|
animTime += delta;
|
|
if( animTime > animPeriod ) {
|
|
animTime = 0;
|
|
playAnimation = false;
|
|
fakePlayer.Position = Vector3.Zero;
|
|
}
|
|
}
|
|
|
|
Matrix4 normalMat, spriteMat;
|
|
void SetupMatrices() {
|
|
Matrix4 m = Matrix4.Identity;
|
|
m = m * Matrix4.Scale( 0.6f );
|
|
m = m * Matrix4.RotateY( 45 * Utils.Deg2Rad );
|
|
|
|
normalMat = m * Matrix4.Translate( 0.85f, -1.35f, -1.5f );
|
|
spriteMat = m * Matrix4.Translate( 0.85f, -1.05f, -1.5f );
|
|
}
|
|
|
|
public void Dispose() {
|
|
}
|
|
|
|
/// <summary> Sets the current animation state of the held block.<br/>
|
|
/// true = left mouse pressed, false = right mouse pressed. </summary>
|
|
public void SetAnimation( bool left ) {
|
|
playAnimation = true;
|
|
animTime = 0;
|
|
leftAnimation = left;
|
|
}
|
|
}
|
|
|
|
/// <summary> Skeleton implementation of a player entity so we can reuse
|
|
/// block model rendering code. </summary>
|
|
internal class FakePlayer : Player {
|
|
|
|
public FakePlayer( Game game ) : base( game ) {
|
|
}
|
|
public byte Block;
|
|
|
|
public override void SetLocation( LocationUpdate update, bool interpolate ) { }
|
|
|
|
public override void Tick( double delta ) { }
|
|
|
|
public override void RenderModel( double deltaTime, float t ) { }
|
|
|
|
public override void RenderName() { }
|
|
}
|
|
}
|