ClassiCube/ClassicalSharp/Model/SkeletonModel.cs

74 lines
2.4 KiB
C#

using System;
using OpenTK;
namespace ClassicalSharp.Model {
public class SkeletonModel : IModel {
public SkeletonModel( Game window ) : base( window ) {
vertices = new ModelVertex[partVertices * 6];
Head = MakeHead();
Torso = MakeTorso();
LeftLeg = MakeLeftLeg( 3/16f, 1/16f );
RightLeg = MakeRightLeg( 1/16f, 3/16f );
LeftArm = MakeLeftArm( 6/16f, 4/16f );
RightArm = MakeRightArm( 4/16f, 6/16f );
}
ModelPart MakeLeftArm( float x1, float x2 ) {
return MakePart( 40, 16, 2, 12, 2, 2, 2, 12, -x2, -x1, 12/16f, 24/16f, -1/16f, 1/16f, false );
}
ModelPart MakeRightArm( float x1, float x2 ) {
return MakePart( 40, 16, 2, 12, 2, 2, 2, 12, x1, x2, 12/16f, 24/16f, -1/16f, 1/16f, false );
}
ModelPart MakeHead() {
return MakePart( 0, 0, 8, 8, 8, 8, 8, 8, -4/16f, 4/16f, 24/16f, 2f, -4/16f, 4/16f, false );
}
ModelPart MakeTorso() {
return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -4/16f, 4/16f, 12/16f, 24/16f, -2/16f, 2/16f, false );
}
ModelPart MakeLeftLeg( float x1, float x2 ) {
return MakePart( 0, 16, 2, 12, 2, 2, 2, 12, -x2, -x1, 0f, 12/16f, -1/16f, 1/16f, false );
}
ModelPart MakeRightLeg( float x1, float x2 ) {
return MakePart( 0, 16, 2, 12, 2, 2, 2, 12, x1, x2, 0f, 12/16f, -1/16f, 1/16f, false );
}
public override float NameYOffset {
get { return 2.075f; }
}
public override float GetEyeY( Player player ) {
return 26/16f;
}
public override Vector3 CollisionSize {
get { return new Vector3( 8/16f, 30/16f, 8/16f ); }
}
public override BoundingBox PickingBounds {
get { return new BoundingBox( -4/16f, 0, -4/16f, 4/16f, 32/16f, 4/16f ); }
}
protected override void DrawPlayerModel( Player p ) {
graphics.Texturing = true;
graphics.AlphaTest = true;
int texId = p.MobTextureId <= 0 ? cache.SkeletonTexId : p.MobTextureId;
graphics.BindTexture( texId );
DrawRotate( 0, 24/16f, 0, -p.PitchRadians, 0, 0, Head );
DrawPart( Torso );
DrawRotate( 0, 12/16f, 0, p.leftLegXRot, 0, 0, LeftLeg );
DrawRotate( 0, 12/16f, 0, p.rightLegXRot, 0, 0, RightLeg );
DrawRotate( -5/16f, 23/16f, 0, (float)Math.PI / 2, 0, p.leftArmZRot, LeftArm );
DrawRotate( 5/16f, 23/16f, 0, (float)Math.PI / 2, 0, p.rightArmZRot, RightArm );
}
ModelPart Head, Torso, LeftLeg, RightLeg, LeftArm, RightArm;
}
}