ClassiCube/Entities/Player.cs

146 lines
4.6 KiB
C#

using System;
using System.Drawing;
using OpenTK;
using ClassicalSharp.Network;
using ClassicalSharp.Model;
using ClassicalSharp.Renderers;
namespace ClassicalSharp {
public abstract class Player : Entity {
public const float Width = 0.6f;
public const float EyeHeight = 1.625f;
public const float Height = 1.8f;
public const float Depth = 0.6f;
public override Vector3 Size {
get { return new Vector3( Width, Height, Depth ); }
}
/// <summary> Gets the position of the player's eye in the world. </summary>
public Vector3 EyePosition {
get { return new Vector3( Position.X, Position.Y + EyeHeight, Position.Z ); }
}
public override float StepSize {
get { return 0.5f; }
}
public Game Window;
public byte ID;
public string DisplayName, SkinName;
public string ModelName;
public IModel Model;
protected PlayerRenderer renderer;
public SkinType SkinType;
public Player( byte id, Game window ) : base( window ) {
ID = id;
Window = window;
SkinType = Window.DefaultPlayerSkinType;
SetModel( "humanoid" );
}
/// <summary> Gets the block just underneath the player's feet position. </summary>
public Block BlockUnderFeet {
get { return GetBlock( new Vector3( Position.X, Position.Y - 0.01f, Position.Z ) ); }
}
/// <summary> Gets the block at player's eye position. </summary>
public Block BlockAtHead {
get { return GetBlock( EyePosition ); }
}
Block GetBlock( Vector3 coords ) {
if( map == null || map.IsNotLoaded ) return Block.Air;
Vector3I blockCoords = Vector3I.Floor( coords );
return map.IsValidPos( blockCoords ) ?
(Block)map.GetBlock( blockCoords ) : Block.Air;
}
public abstract void Tick( double delta );
public abstract void SetLocation( LocationUpdate update, bool interpolate );
public float leftLegXRot, leftArmXRot, leftArmZRot;
public float rightLegXRot, rightArmXRot, rightArmZRot;
protected float walkTimeO, walkTimeN, swingO, swingN;
protected void UpdateAnimState( Vector3 oldPos, Vector3 newPos, double delta ) {
walkTimeO = walkTimeN;
swingO = swingN;
float dx = newPos.X - oldPos.X;
float dz = newPos.Z - oldPos.Z;
double distance = Math.Sqrt( dx * dx + dz * dz );
bool moves = distance > 0.05;
if( moves ) {
walkTimeN += (float)distance * 2 * (float)( 20 * delta );
swingN += (float)delta * 3;
if( swingN > 1 ) swingN = 1;
} else {
swingN -= (float)delta * 3;
if( swingN < 0 ) swingN = 0;
}
}
const float armMax = (float)( 90 * Math.PI / 180.0 );
const float legMax = (float)( 80 * Math.PI / 180.0 );
const float idleMax = (float)( 3 * Math.PI / 180.0 );
const float idleXPeriod = (float)( 2 * Math.PI / 5f );
const float idleZPeriod = (float)( 2 * Math.PI / 3.5f );
protected void SetCurrentAnimState( float t ) {
float swing = Utils.Lerp( swingO, swingN, t );
float walkTime = Utils.Lerp( walkTimeO, walkTimeN, t );
float idleTime = (float)( Window.accumulator );
float idleXRot = (float)( Math.Sin( idleTime * idleXPeriod ) * idleMax );
float idleZRot = (float)( idleMax + Math.Cos( idleTime * idleZPeriod ) * idleMax );
leftArmXRot = (float)( Math.Cos( walkTime ) * swing * armMax ) - idleXRot;
rightArmXRot = -leftArmXRot;
rightLegXRot = (float)( Math.Cos( walkTime ) * swing * legMax );
leftLegXRot = -rightLegXRot;
rightArmZRot = idleZRot;
leftArmZRot = -idleZRot;
}
protected void CheckSkin() {
DownloadedItem item;
Window.AsyncDownloader.TryGetItem( "skin_" + SkinName, out item );
if( item != null && item.Bmp != null ) {
Bitmap bmp = item.Bmp;
Window.Graphics.DeleteTexture( ref renderer.PlayerTextureId );
try {
SkinType = Utils.GetSkinType( bmp );
renderer.PlayerTextureId = Window.Graphics.LoadTexture( bmp );
renderer.MobTextureId = -1;
// Custom mob textures.
if( Utils.IsUrl( item.Url ) && item.TimeAdded > lastModelChange ) {
renderer.MobTextureId = renderer.PlayerTextureId;
}
} catch( NotSupportedException ) {
string formatString = "Skin {0} has unsupported dimensions({1}, {2}), reverting to default.";
Utils.LogWarning( formatString, SkinName, bmp.Width, bmp.Height );
renderer.MobTextureId = -1;
renderer.PlayerTextureId = -1;
SkinType = Window.DefaultPlayerSkinType;
}
bmp.Dispose();
}
}
DateTime lastModelChange = new DateTime( 1, 1, 1 );
public void SetModel( string modelName ) {
ModelName = modelName;
Model = Window.ModelCache.GetModel( ModelName );
lastModelChange = DateTime.UtcNow;
if( renderer != null ) {
renderer.MobTextureId = -1;
}
}
}
}