ClassiCube/Model/PlayerModel.cs
2015-05-19 06:30:52 +10:00

122 lines
4.4 KiB
C#

using OpenTK;
using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Renderers;
namespace ClassicalSharp.Model {
public class PlayerModel : IModel {
ModelSet Set64x32, Set64x64, Set64x64Slim;
public PlayerModel( Game window ) : base( window ) {
vertices = new VertexPos3fTex2fCol4b[6 * 6];
Set64x32 = new ModelSet();
Set64x32.Head = MakeHead( false );
Set64x32.Torso = MakeTorso( false );
Set64x32.LeftLeg = MakeLeftLeg( 0, 16, 0.25f, 0f, false );
Set64x32.RightLeg = MakeRightLeg( 0, 16, 0, 0.25f, false );
Set64x32.LeftArm = MakeLeftArm( 40, 16, 0.5f, 0.25f, 4, false );
Set64x32.RightArm = MakeRightArm( 40, 16, 0.25f, 0.5f, 4, false );
Set64x32.Hat = MakeHat( false );
Set64x64 = new ModelSet();
Set64x64.Head = MakeHead( true );
Set64x64.Torso = MakeTorso( true );
Set64x64.LeftLeg = MakeLeftLeg( 16, 48, 0, 0.25f, true );
Set64x64.RightLeg = MakeRightLeg( 0, 16, 0, 0.25f, true );
Set64x64.LeftArm = MakeLeftArm( 32, 48, 0.25f, 0.5f, 4, true );
Set64x64.RightArm = MakeRightArm( 40, 16, 0.25f, 0.5f, 4, true );
Set64x64.Hat = MakeHat( true );
Set64x64Slim = new ModelSet();
Set64x64Slim.Head = MakeHead( true );
Set64x64Slim.Torso = MakeTorso( true );
Set64x64Slim.LeftLeg = MakeLeftLeg( 16, 48, 0, 0.25f, true );
Set64x64Slim.RightLeg = MakeRightLeg( 0, 16, 0, 0.25f, true );
Set64x64Slim.LeftArm = MakeLeftArm( 32, 48, 0.25f, 0.4375f, 3, true );
Set64x64Slim.RightArm = MakeRightArm( 40, 16, 0.25f, 0.4375f, 3, true );
Set64x64Slim.Hat = MakeHat( true );
vertices = null;
using( Bitmap bmp = new Bitmap( "char.png" ) ) {
window.DefaultPlayerSkinType = Utils.GetSkinType( bmp );
DefaultTexId = graphics.LoadTexture( bmp );
}
}
ModelPart MakeLeftArm( int x, int y, float x1, float x2, int width, bool _64x64 ) {
return MakePart( x, y, 4, 12, width, 4, width, 12, -x2, -x1, 0.75f, 1.5f, -0.125f, 0.125f, _64x64 );
}
ModelPart MakeRightArm( int x, int y, float x1, float x2, int width, bool _64x64 ) {
return MakePart( x, y, 4, 12, width, 4, width, 12, x1, x2, 0.75f, 1.5f, -0.125f, 0.125f, _64x64 );
}
ModelPart MakeHead( bool _64x64 ) {
return MakePart( 0, 0, 8, 8, 8, 8, 8, 8, -0.25f, 0.25f, 1.5f, 2f, -0.25f, 0.25f, _64x64 );
}
ModelPart MakeTorso( bool _64x64 ) {
return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -0.25f, 0.25f, 0.75f, 1.5f, -0.125f, 0.125f, _64x64 );
}
ModelPart MakeHat( bool _64x64 ) {
return MakePart( 32, 0, 8, 8, 8, 8, 8, 8, -0.3125f, 0.3125f, 1.4375f, 2.0625f, -0.3125f, 0.3125f, _64x64 );
}
ModelPart MakeLeftLeg( int x, int y, float x1, float x2, bool _64x64 ) {
return MakePart( x, y, 4, 12, 4, 4, 4, 12, -x2, -x1, 0f, 0.75f, -0.125f, 0.125f, _64x64 );
}
ModelPart MakeRightLeg( int x, int y, float x1, float x2, bool _64x64 ) {
return MakePart( x, y, 4, 12, 4, 4, 4, 12, x1, x2, 0f, 0.75f, -0.125f, 0.125f, _64x64 );
}
public override float NameYOffset {
get { return 2.1375f; }
}
ModelSet model;
protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
int texId = renderer.PlayerTextureId <= 0 ? DefaultTexId : renderer.PlayerTextureId;
graphics.Bind2DTexture( texId );
model = Set64x32;
SkinType skinType = player.SkinType;
if( skinType == SkinType.Type64x64 ) model = Set64x64;
else if( skinType == SkinType.Type64x64Slim ) model = Set64x64Slim;
DrawRotate( 0, 1.5f, 0, -pitch, 0, 0, model.Head );
model.Torso.Render();
DrawRotate( 0, 0.75f, 0, leftLegXRot, 0, 0, model.LeftLeg );
DrawRotate( 0, 0.75f, 0, rightLegXRot, 0, 0, model.RightLeg );
DrawRotate( 0, 1.5f, 0, leftArmXRot, 0, leftArmZRot, model.LeftArm );
DrawRotate( 0, 1.5f, 0, rightArmXRot, 0, rightArmZRot, model.RightArm );
graphics.AlphaTest = true;
DrawRotate( 0, 1.4375f, 0, -pitch, 0, 0, model.Hat );
}
public override void Dispose() {
Set64x32.Dispose();
Set64x64.Dispose();
Set64x64Slim.Dispose();
graphics.DeleteTexture( ref DefaultTexId );
}
class ModelSet {
public ModelPart Head, Torso, LeftLeg, RightLeg, LeftArm, RightArm, Hat;
public void Dispose() {
Hat.Dispose();
RightArm.Dispose();
LeftArm.Dispose();
RightLeg.Dispose();
LeftLeg.Dispose();
Torso.Dispose();
Head.Dispose();
}
}
}
}