2017-09-16 20:14:20 +10:00

45 lines
1.3 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Model;
using OpenTK;
namespace ClassicalSharp.Entities {
public sealed class NetPlayer : Player {
NetInterpComponent interp;
public NetPlayer(string displayName, string skinName, Game game) : base(game) {
DisplayName = displayName;
SkinName = skinName;
interp = new NetInterpComponent(game, this);
}
public override void SetLocation(LocationUpdate update, bool interpolate) {
interp.SetLocation(update, interpolate);
}
public override void Tick(double delta) {
CheckSkin();
tickCount++;
interp.AdvanceState();
anim.UpdateAnimState(interp.prev.Pos, interp.next.Pos, delta);
}
bool shouldRender = false;
public override void RenderModel(double deltaTime, float t) {
Position = Vector3.Lerp(interp.prev.Pos, interp.next.Pos, t);
interp.LerpAngles(t);
anim.GetCurrentAnimState(t);
shouldRender = IModel.ShouldRender(this, game.Culling);
if (shouldRender) Model.Render(this);
}
public override void RenderName() {
if (!shouldRender) return;
float dist = IModel.RenderDistance(this, game.CurrentCameraPos);
float threshold = game.Entities.NamesMode == NameMode.AllUnscaled ? 8192 * 8192 : 32 * 32;
if (dist <= threshold) DrawName();
}
}
}