100 lines
3.7 KiB
C#

using System;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Renderers;
using OpenTK;
namespace ClassicalSharp.Model {
public class SheepModel : IModel {
public bool Fur = true;
public SheepModel( Game window ) : base( window ) {
vertices = new ModelVertex[partVertices * 6 * ( Fur ? 2 : 1 )];
Head = MakeHead();
Torso = MakeTorso();
LeftLegFront = MakeLeg( -5/16f, -1/16f, -7/16f, -3/16f );
RightLegFront = MakeLeg( 1/16f, 5/16f, -7/16f, -3/16f );
LeftLegBack = MakeLeg( -5/16f, -1/16f, 5/16f, 9/16f );
RightLegBack = MakeLeg( 1/16f, 5/16f, 5/16f, 9/16f );
if( Fur ) {
FurHead = MakeFurHead();
FurTorso = MakeFurTorso();
FurLeftLegFront = MakeFurLeg( -5.5f/16f, -0.5f/16f, -7.5f/16f, -2.5f/16f );
FurRightLegFront = MakeFurLeg( 0.5f/16f, 5.5f/16f, -7.5f/16f, -2.5f/16f );
FurLeftLegBack = MakeFurLeg( -5.5f/16f, -0.5f/16f, 4.5f/16f, 9.5f/16f );
FurRightLegBack = MakeFurLeg( 0.5f/16f, 5.5f/16f, 4.5f/16f, 9.5f/16f );
}
}
ModelPart MakeHead() {
return MakePart( 0, 0, 8, 6, 6, 8, 6, 6, -3/16f, 3/16f, 16/16f, 22/16f, -14/16f, -6/16f, false );
}
ModelPart MakeTorso() {
return MakeRotatedPart( 28, 8, 6, 16, 8, 6, 8, 16, -4/16f, 4/16f, 12/16f, 18/16f, -8/16f, 8/16f, false );
}
ModelPart MakeFurHead() {
return MakePart( 0, 0, 6, 6, 6, 6, 6, 6, -3.5f/16f, 3.5f/16f, 15.5f/16f, 1.40625f, -12.5f/16f, -5.5f/16f, false );
}
ModelPart MakeFurTorso() {
return MakeRotatedPart( 28, 8, 6, 16, 8, 6, 8, 16, -6/16f, 6/16f, 10.5f/16f, 1.21875f, -10/16f, 10/16f, false );
}
ModelPart MakeLeg( float x1, float x2, float z1, float z2 ) {
return MakePart( 0, 16, 4, 12, 4, 4, 4, 12, x1, x2, 0f, 12/16f, z1, z2, false );
}
ModelPart MakeFurLeg( float x1, float x2, float z1, float z2 ) {
return MakePart( 0, 16, 4, 6, 4, 4, 4, 6, x1, x2, 5.5f/16f, 12.5f/16f, z1, z2, false );
}
public override float NameYOffset {
get { return Fur ? 1.48125f: 1.075f; }
}
public override float GetEyeY( Player player ) {
return 20/16f;
}
public override Vector3 CollisionSize {
get { return new Vector3( 14/16f, 20/16f, 14/16f ); }
}
public override BoundingBox PickingBounds {
get { return new BoundingBox( -6/16f, 0, -13/16f, 6/16f, 23/16f, 10/16f ); }
}
protected override void DrawPlayerModel( Player p ) {
graphics.Texturing = true;
int texId = p.MobTextureId <= 0 ? cache.SheepTexId : p.MobTextureId;
graphics.BindTexture( texId );
DrawRotate( 0, 18/16f, -8/16f, -p.PitchRadians, 0, 0, Head );
DrawPart( Torso );
DrawRotate( 0, 12/16f, -5/16f, p.leftLegXRot, 0, 0, LeftLegFront );
DrawRotate( 0, 12/16f, -5/16f, p.rightLegXRot, 0, 0, RightLegFront );
DrawRotate( 0, 12/16f, 7/16f, p.rightLegXRot, 0, 0, LeftLegBack );
DrawRotate( 0, 12/16f, 7/16f, p.leftLegXRot, 0, 0, RightLegBack );
// Need to draw the two parts separately.
graphics.DrawDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
graphics.AlphaTest = true;
index = 0;
if( Fur ) {
graphics.BindTexture( cache.SheepFurTexId );
DrawPart( FurTorso );
DrawRotate( 0, 18/16f, -8/16f, -p.PitchRadians, 0, 0, FurHead );
DrawRotate( 0, 12/16f, -5/16f, p.leftLegXRot, 0, 0, FurLeftLegFront );
DrawRotate( 0, 12/16f, -5/16f, p.rightLegXRot, 0, 0, FurRightLegFront );
DrawRotate( 0, 12/16f, 7/16f, p.rightLegXRot, 0, 0, FurLeftLegBack );
DrawRotate( 0, 12/16f, 7/16f, p.leftLegXRot, 0, 0, FurRightLegBack );
}
}
ModelPart Head, Torso, LeftLegFront, RightLegFront, LeftLegBack, RightLegBack;
ModelPart FurHead, FurTorso, FurLeftLegFront, FurRightLegFront, FurLeftLegBack, FurRightLegBack;
}
}