mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-26 22:56:15 -04:00
114 lines
3.6 KiB
C#
114 lines
3.6 KiB
C#
using System;
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using OpenTK;
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using ClassicalSharp.Model;
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using ClassicalSharp.Renderers;
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namespace ClassicalSharp {
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public abstract class Player : Entity {
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public const float Width = 0.6f;
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public const float EyeHeight = 1.625f;
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public const float Height = 1.8f;
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public const float Depth = 0.6f;
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public override Vector3 Size {
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get { return new Vector3( Width, Height, Depth ); }
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}
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/// <summary> Gets the position of the player's eye in the world. </summary>
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public Vector3 EyePosition {
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get { return new Vector3( Position.X, Position.Y + EyeHeight, Position.Z ); }
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}
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public override float StepSize {
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get { return 0.5f; }
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}
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public Game Window;
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public byte ID;
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public string DisplayName, SkinName;
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public string ModelName;
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public IModel Model;
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protected PlayerRenderer renderer;
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public SkinType SkinType;
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public Player( byte id, Game window ) : base( window ) {
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ID = id;
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Window = window;
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SkinType = Window.DefaultPlayerSkinType;
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SetModel( "humanoid" );
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}
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/// <summary> Gets the block just underneath the player's feet position. </summary>
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public Block BlockUnderFeet {
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get {
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if( map == null || map.IsNotLoaded ) return Block.Air;
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Vector3I blockCoords = Vector3I.Floor( Position.X, Position.Y - 0.01f, Position.Z );
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if( !map.IsValidPos( blockCoords ) ) return Block.Air;
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return (Block)map.GetBlock( blockCoords );
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}
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}
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/// <summary> Gets the block at player's eye position. </summary>
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public Block BlockAtHead {
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get {
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if( map == null || map.IsNotLoaded ) return Block.Air;
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Vector3I blockCoords = Vector3I.Floor( EyePosition );
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if( !map.IsValidPos( blockCoords ) ) return Block.Air;
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return (Block)map.GetBlock( blockCoords );
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}
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}
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public abstract void Tick( double delta );
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public abstract void SetLocation( LocationUpdate update, bool interpolate );
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public float leftLegXRot, leftArmXRot, leftArmZRot;
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public float rightLegXRot, rightArmXRot, rightArmZRot;
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protected float walkTimeO, walkTimeN, swingO, swingN;
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protected void UpdateAnimState( Vector3 oldPos, Vector3 newPos, double delta ) {
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walkTimeO = walkTimeN;
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swingO = swingN;
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float dx = newPos.X - oldPos.X;
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float dz = newPos.Z - oldPos.Z;
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double distance = Math.Sqrt( dx * dx + dz * dz );
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bool moves = distance > 0.05;
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if( moves ) {
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walkTimeN += (float)distance * 2 * (float)( 20 * delta );
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swingN += (float)delta * 3;
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if( swingN > 1 ) swingN = 1;
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} else {
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swingN -= (float)delta * 3;
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if( swingN < 0 ) swingN = 0;
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}
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}
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const float armMax = (float)( 90 * Math.PI / 180.0 );
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const float legMax = (float)( 80 * Math.PI / 180.0 );
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const float idleMax = (float)( 3 * Math.PI / 180.0 );
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const float idleXPeriod = (float)( 2 * Math.PI / 5f );
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const float idleZPeriod = (float)( 2 * Math.PI / 3.5f );
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protected void SetCurrentAnimState( float t ) {
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float swing = Utils.Lerp( swingO, swingN, t );
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float walkTime = Utils.Lerp( walkTimeO, walkTimeN, t );
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float idleTime = (float)( Window.accumulator );
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float idleXRot = (float)( Math.Sin( idleTime * idleXPeriod ) * idleMax );
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float idleZRot = (float)( idleMax + Math.Cos( idleTime * idleZPeriod ) * idleMax );
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leftArmXRot = (float)( Math.Cos( walkTime ) * swing * armMax ) - idleXRot;
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rightArmXRot = -leftArmXRot;
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rightLegXRot = (float)( Math.Cos( walkTime ) * swing * legMax );
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leftLegXRot = -rightLegXRot;
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rightArmZRot = idleZRot;
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leftArmZRot = -idleZRot;
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}
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public void SetModel( string modelName ) {
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ModelName = modelName;
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Model = Window.ModelCache.GetModel( ModelName );
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}
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}
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} |