mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-24 05:10:42 -04:00
65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
using System;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK;
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namespace ClassicalSharp.Model {
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public class CreeperModel : IModel {
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public CreeperModel( Game window ) : base( window ) {
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vertices = new ModelVertex[boxVertices * 6];
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Head = BuildBox( MakeBoxBounds( -4, 18, -4, 4, 26, 4 )
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.SetTexOrigin( 0, 0 ) );
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Torso = BuildBox( MakeBoxBounds( -4, 6, -2, 4, 18, 2 )
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.SetTexOrigin( 16, 16 ) );
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LeftLegFront = BuildBox( MakeBoxBounds( -4, 0, -6, 0, 6, -2 )
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.SetTexOrigin( 0, 16 ) );
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RightLegFront = BuildBox( MakeBoxBounds( 0, 0, -6, 4, 6, -2 )
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.SetTexOrigin( 0, 16 ) );
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LeftLegBack = BuildBox( MakeBoxBounds( -4, 0, 2, 0, 6, 6 )
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.SetTexOrigin( 0, 16 ) );
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RightLegBack = BuildBox( MakeBoxBounds( 0, 0, 2, 4, 6, 6 )
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.SetTexOrigin( 0, 16 ) );
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}
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public override bool Bobbing {
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get { return true; }
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}
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public override float NameYOffset {
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get { return 1.7f; }
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}
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public override float GetEyeY( Player player ) {
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return 22/16f;
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}
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public override Vector3 CollisionSize {
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get { return new Vector3( 8/16f, 26/16f, 8/16f ); }
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}
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public override BoundingBox PickingBounds {
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get { return new BoundingBox( -4/16f, 0, -6/16f, 4/16f, 26/16f, 6/16f ); }
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}
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protected override void DrawPlayerModel( Player p ) {
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int texId = p.MobTextureId <= 0 ? cache.CreeperTexId : p.MobTextureId;
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graphics.BindTexture( texId );
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cosA = (float)Math.Cos( p.HeadYawRadians );
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sinA = (float)Math.Sin( p.HeadYawRadians );
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DrawRotate( 0, 18/16f, 0, -p.PitchRadians, 0, 0, Head );
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cosA = (float)Math.Cos( p.YawRadians );
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sinA = (float)Math.Sin( p.YawRadians );
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DrawPart( Torso );
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DrawRotate( 0, 6/16f, -2/16f, p.legXRot, 0, 0, LeftLegFront );
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DrawRotate( 0, 6/16f, -2/16f, -p.legXRot, 0, 0, RightLegFront );
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DrawRotate( 0, 6/16f, 2/16f, -p.legXRot, 0, 0, LeftLegBack );
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DrawRotate( 0, 6/16f, 2/16f, p.legXRot, 0, 0, RightLegBack );
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, cache.vb, cache.vertices, index, index * 6 / 4 );
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}
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ModelPart Head, Torso, LeftLegFront, RightLegFront, LeftLegBack, RightLegBack;
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}
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} |