ClassiCube/ClassicalSharp/Model/ChickenModel.cs

77 lines
2.9 KiB
C#

using System;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp.Model {
public class ChickenModel : IModel {
public ChickenModel( Game window ) : base( window ) {
vertices = new ModelVertex[boxVertices * 6 + quadVertices * 2 * 2];
Head = BuildBox( MakeBoxBounds( -2, 9, -6, 2, 15, -3 )
.SetTexOrigin( 0, 0 ) );
Head2 = BuildBox( MakeBoxBounds( -1, 9, -7, 1, 11, -5 )
.SetTexOrigin( 14, 4 ) ); // TODO: Find a more appropriate name.
Head3 = BuildBox( MakeBoxBounds( -2, 11, -8, 2, 13, -6 )
.SetTexOrigin( 14, 0 ) );
Torso = BuildRotatedBox( MakeRotatedBoxBounds( -3, 5, -4, 3, 11, 3 )
.SetTexOrigin( 0, 9 ) );
LeftLeg = MakeLeg( -3, 0, -2, -1 );
RightLeg = MakeLeg( 0, 3, 1, 2 );
LeftWing = BuildBox( MakeBoxBounds( -4, 7, -3, -3, 11, 3 )
.SetTexOrigin( 24, 13 ) );
RightWing = BuildBox( MakeBoxBounds( 3, 7, -3, 4, 11, 3 )
.SetTexOrigin( 24, 13 ) );
}
ModelPart MakeLeg( int x1, int x2, int legX1, int legX2 ) {
const float y1 = 1/64f, y2 = 5/16f, z2 = 1/16f, z1 = -2/16f;
YQuad( 32, 0, 3, 3, x2/16f, x1/16f, z1, z2, y1 ); // bottom feet
ZQuad( 36, 3, 1, 5, legX1/16f, legX2/16f, y1, y2, z2 ); // vertical part of leg
return new ModelPart( index - 2 * 4, 2 * 4 );
}
public override bool Bobbing {
get { return true; }
}
public override float NameYOffset {
get { return 1.0125f; }
}
public override float GetEyeY( Player player ) {
return 14/16f;
}
public override Vector3 CollisionSize {
get { return new Vector3( 8/16f, 12/16f, 8/16f ); }
}
public override BoundingBox PickingBounds {
get { return new BoundingBox( -4/16f, 0, -8/16f, 4/16f, 15/16f, 4/16f ); }
}
protected override void DrawPlayerModel( Player p ) {
int texId = p.MobTextureId <= 0 ? cache.ChickenTexId : p.MobTextureId;
graphics.BindTexture( texId );
cosA = (float)Math.Cos( p.HeadYawRadians );
sinA = (float)Math.Sin( p.HeadYawRadians );
DrawRotate( 0, 9/16f, -3/16f, -p.PitchRadians, 0, 0, Head );
DrawRotate( 0, 9/16f, -3/16f, -p.PitchRadians, 0, 0, Head2 );
DrawRotate( 0, 9/16f, -3/16f, -p.PitchRadians, 0, 0, Head3 );
cosA = (float)Math.Cos( p.YawRadians );
sinA = (float)Math.Sin( p.YawRadians );
DrawPart( Torso );
DrawRotate( 0, 5/16f, 1/16f, p.legXRot, 0, 0, LeftLeg );
DrawRotate( 0, 5/16f, 1/16f, -p.legXRot, 0, 0, RightLeg );
DrawRotate( -3/16f, 11/16f, 0, 0, 0, -Math.Abs( p.armXRot ), LeftWing );
DrawRotate( 3/16f, 11/16f, 0, 0, 0, Math.Abs( p.armXRot ), RightWing );
graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
}
ModelPart Head, Head2, Head3, Torso, LeftLeg, RightLeg, LeftWing, RightWing;
}
}