72 lines
2.7 KiB
C#

using System;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp.Model {
public class SpiderModel : IModel {
public SpiderModel( Game window ) : base( window ) {
vertices = new ModelVertex[boxVertices * 5];
Head = BuildBox( MakeBoxBounds( -4, 4, -11, 4, 12, -3 )
.SetTexOrigin( 32, 4 ) );
Link = BuildBox( MakeBoxBounds( -3, 5, 3, 3, 11, -3 )
.SetTexOrigin( 0, 0 ) );
End = BuildBox( MakeBoxBounds( -5, 4, 3, 5, 12, 15 )
.SetTexOrigin( 0, 12 ) );
LeftLeg = BuildBox( MakeBoxBounds( -19, 7, -1, -3, 9, 1 )
.SetTexOrigin( 18, 0 ) );
RightLeg = BuildBox( MakeBoxBounds( 3, 7, -1, 19, 9, 1 )
.SetTexOrigin( 18, 0 ) );
}
public override bool Bobbing {
get { return true; }
}
public override float NameYOffset {
get { return 1.0125f; }
}
public override float GetEyeY( Player player ) {
return 8/16f;
}
public override Vector3 CollisionSize {
get { return new Vector3( 15/16f, 12/16f, 15/16f ); }
}
public override BoundingBox PickingBounds {
get { return new BoundingBox( -5/16f, 0, -11/16f, 5/16f, 12/16f, 15/16f ); }
}
const float quarterPi = (float)( Math.PI / 4 );
const float eighthPi = (float)( Math.PI / 8 );
protected override void DrawPlayerModel( Player p ) {
int texId = p.MobTextureId <= 0 ? cache.SpiderTexId : p.MobTextureId;
graphics.BindTexture( texId );
DrawRotate( 0, 8/16f, -3/16f, -p.PitchRadians, 0, 0, Head );
DrawPart( Link );
DrawPart( End );
float rotX = (float)(Math.Sin( p.walkTime ) * p.swing * Math.PI);
float rotZ = (float)(Math.Cos( p.walkTime * 2 ) * p.swing * Math.PI / 16f);
float rotY = (float)(Math.Sin( p.walkTime * 2 ) * p.swing * Math.PI / 32f);
Rotate = RotateOrder.XZY;
DrawRotate( -3/16f, 8/16f, 0, rotX, quarterPi + rotY, eighthPi + rotZ, LeftLeg );
DrawRotate( -3/16f, 8/16f, 0, -rotX, eighthPi + rotY, eighthPi + rotZ, LeftLeg );
DrawRotate( -3/16f, 8/16f, 0, rotX, -eighthPi - rotY, eighthPi - rotZ, LeftLeg );
DrawRotate( -3/16f, 8/16f, 0, -rotX, -quarterPi - rotY, eighthPi - rotZ, LeftLeg );
DrawRotate( 3/16f, 8/16f, 0, rotX, -quarterPi + rotY, -eighthPi + rotZ, RightLeg );
DrawRotate( 3/16f, 8/16f, 0, -rotX, -eighthPi + rotY, -eighthPi + rotZ, RightLeg );
DrawRotate( 3/16f, 8/16f, 0, rotX, eighthPi - rotY, -eighthPi - rotZ, RightLeg );
DrawRotate( 3/16f, 8/16f, 0, -rotX, quarterPi - rotY, -eighthPi - rotZ, RightLeg );
Rotate = RotateOrder.ZYX;
graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
}
ModelPart Head, Link, End, LeftLeg, RightLeg;
}
}