2017-01-25 22:30:56 +11:00

46 lines
1.4 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using OpenTK;
namespace ClassicalSharp.Entities {
public sealed class NetPlayer : Player {
NetInterpComponent interp;
public NetPlayer(string displayName, string skinName, Game game, byte id) : base(game) {
DisplayName = displayName;
SkinName = skinName;
SkinIdentifier = "skin_" + id;
interp = new NetInterpComponent(game, this);
}
public override void SetLocation(LocationUpdate update, bool interpolate) {
interp.SetLocation(update, interpolate);
}
public override void Tick(double delta) {
CheckSkin();
tickCount++;
interp.AdvanceState();
anim.UpdateAnimState(interp.prev.Pos, interp.next.Pos, delta);
}
bool shouldRender = false;
public override void RenderModel(double deltaTime, float t) {
Position = Vector3.Lerp(interp.prev.Pos, interp.next.Pos, t);
HeadY = Utils.LerpAngle(interp.prev.HeadY, interp.next.HeadY, t);
RotY = Utils.LerpAngle(interp.prevRotY, interp.nextRotY, t);
HeadX = Utils.LerpAngle(interp.prev.HeadX, interp.next.HeadX, t);
anim.GetCurrentAnimState(t);
shouldRender = Model.ShouldRender(this, game.Culling);
if (shouldRender) Model.Render(this);
}
public override void RenderName() {
if (!shouldRender) return;
float dist = Model.RenderDistance(this);
if (dist <= 32 * 32) DrawName();
}
}
}