mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-24 05:10:42 -04:00
122 lines
4.4 KiB
C#
122 lines
4.4 KiB
C#
using OpenTK;
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using System;
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using System.Drawing;
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using ClassicalSharp.GraphicsAPI;
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using ClassicalSharp.Renderers;
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namespace ClassicalSharp.Model {
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public class PlayerModel : IModel {
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ModelSet Set64x32, Set64x64, Set64x64Slim;
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public PlayerModel( Game window ) : base( window ) {
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vertices = new VertexPos3fTex2fCol4b[6 * 6];
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Set64x32 = new ModelSet();
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Set64x32.Head = MakeHead( false );
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Set64x32.Torso = MakeTorso( false );
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Set64x32.LeftLeg = MakeLeftLeg( 0, 16, 0.25f, 0f, false );
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Set64x32.RightLeg = MakeRightLeg( 0, 16, 0, 0.25f, false );
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Set64x32.LeftArm = MakeLeftArm( 40, 16, 0.5f, 0.25f, 4, false );
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Set64x32.RightArm = MakeRightArm( 40, 16, 0.25f, 0.5f, 4, false );
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Set64x32.Hat = MakeHat( false );
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Set64x64 = new ModelSet();
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Set64x64.Head = MakeHead( true );
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Set64x64.Torso = MakeTorso( true );
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Set64x64.LeftLeg = MakeLeftLeg( 16, 48, 0, 0.25f, true );
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Set64x64.RightLeg = MakeRightLeg( 0, 16, 0, 0.25f, true );
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Set64x64.LeftArm = MakeLeftArm( 32, 48, 0.25f, 0.5f, 4, true );
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Set64x64.RightArm = MakeRightArm( 40, 16, 0.25f, 0.5f, 4, true );
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Set64x64.Hat = MakeHat( true );
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Set64x64Slim = new ModelSet();
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Set64x64Slim.Head = MakeHead( true );
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Set64x64Slim.Torso = MakeTorso( true );
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Set64x64Slim.LeftLeg = MakeLeftLeg( 16, 48, 0, 0.25f, true );
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Set64x64Slim.RightLeg = MakeRightLeg( 0, 16, 0, 0.25f, true );
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Set64x64Slim.LeftArm = MakeLeftArm( 32, 48, 0.25f, 0.4375f, 3, true );
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Set64x64Slim.RightArm = MakeRightArm( 40, 16, 0.25f, 0.4375f, 3, true );
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Set64x64Slim.Hat = MakeHat( true );
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vertices = null;
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using( Bitmap bmp = new Bitmap( "char.png" ) ) {
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window.DefaultPlayerSkinType = Utils.GetSkinType( bmp );
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DefaultTexId = graphics.LoadTexture( bmp );
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}
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}
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ModelPart MakeLeftArm( int x, int y, float x1, float x2, int width, bool _64x64 ) {
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return MakePart( x, y, 4, 12, width, 4, width, 12, -x2, -x1, 0.75f, 1.5f, -0.125f, 0.125f, _64x64 );
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}
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ModelPart MakeRightArm( int x, int y, float x1, float x2, int width, bool _64x64 ) {
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return MakePart( x, y, 4, 12, width, 4, width, 12, x1, x2, 0.75f, 1.5f, -0.125f, 0.125f, _64x64 );
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}
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ModelPart MakeHead( bool _64x64 ) {
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return MakePart( 0, 0, 8, 8, 8, 8, 8, 8, -0.25f, 0.25f, 1.5f, 2f, -0.25f, 0.25f, _64x64 );
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}
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ModelPart MakeTorso( bool _64x64 ) {
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return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -0.25f, 0.25f, 0.75f, 1.5f, -0.125f, 0.125f, _64x64 );
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}
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ModelPart MakeHat( bool _64x64 ) {
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return MakePart( 32, 0, 8, 8, 8, 8, 8, 8, -0.3125f, 0.3125f, 1.4375f, 2.0625f, -0.3125f, 0.3125f, _64x64 );
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}
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ModelPart MakeLeftLeg( int x, int y, float x1, float x2, bool _64x64 ) {
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return MakePart( x, y, 4, 12, 4, 4, 4, 12, -x2, -x1, 0f, 0.75f, -0.125f, 0.125f, _64x64 );
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}
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ModelPart MakeRightLeg( int x, int y, float x1, float x2, bool _64x64 ) {
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return MakePart( x, y, 4, 12, 4, 4, 4, 12, x1, x2, 0f, 0.75f, -0.125f, 0.125f, _64x64 );
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}
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public override float NameYOffset {
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get { return 2.1375f; }
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}
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ModelSet model;
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protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
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graphics.Texturing = true;
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int texId = renderer.PlayerTextureId <= 0 ? DefaultTexId : renderer.PlayerTextureId;
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graphics.Bind2DTexture( texId );
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model = Set64x32;
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SkinType skinType = player.SkinType;
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if( skinType == SkinType.Type64x64 ) model = Set64x64;
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else if( skinType == SkinType.Type64x64Slim ) model = Set64x64Slim;
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DrawRotate( 0, 1.5f, 0, -pitch, 0, 0, model.Head );
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model.Torso.Render();
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DrawRotate( 0, 0.75f, 0, leftLegXRot, 0, 0, model.LeftLeg );
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DrawRotate( 0, 0.75f, 0, rightLegXRot, 0, 0, model.RightLeg );
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DrawRotate( 0, 1.5f, 0, leftArmXRot, 0, leftArmZRot, model.LeftArm );
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DrawRotate( 0, 1.5f, 0, rightArmXRot, 0, rightArmZRot, model.RightArm );
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graphics.AlphaTest = true;
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DrawRotate( 0, 1.4375f, 0, -pitch, 0, 0, model.Hat );
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}
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public override void Dispose() {
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Set64x32.Dispose();
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Set64x64.Dispose();
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Set64x64Slim.Dispose();
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graphics.DeleteTexture( ref DefaultTexId );
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}
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class ModelSet {
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public ModelPart Head, Torso, LeftLeg, RightLeg, LeftArm, RightArm, Hat;
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public void Dispose() {
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Hat.Dispose();
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RightArm.Dispose();
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LeftArm.Dispose();
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RightLeg.Dispose();
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LeftLeg.Dispose();
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Torso.Dispose();
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Head.Dispose();
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}
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}
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}
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} |