ClassiCube/ClassicalSharp/Entities/Model/HumanModels.cs

150 lines
4.4 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Entities;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Physics;
using OpenTK;
namespace ClassicalSharp.Model {
public class ChibiModel : HumanoidModel {
public ChibiModel(Game window) : base(window) {
MaxScale = 3.0f;
ShadowScale = 0.5f;
}
const float size = 0.5f;
protected override void MakeDescriptions() {
base.MakeDescriptions();
head = MakeBoxBounds(-4, 12, -4, 4, 20, 4).RotOrigin(0, 13, 0);
torso = torso.Scale(size);
lLeg = lLeg.Scale(size); rLeg = rLeg.Scale(size);
lArm = lArm.Scale(size); rArm = rArm.Scale(size);
offset = 0.5f * size;
}
public override float NameYOffset { get { return 20.2f/16; } }
public override float GetEyeY(Entity entity) { return 14/16f; }
public override Vector3 CollisionSize {
get { return new Vector3(4/16f + 0.6f/16f, 20.1f/16f, 4/16f + 0.6f/16f); }
}
public override AABB PickingBounds {
get { return new AABB(-4/16f, 0, -4/16f, 4/16f, 16/16f, 4/16f); }
}
}
public class SittingModel : IModel {
public SittingModel(Game window) : base(window) {
CalcHumanAnims = true;
UsesHumanSkin = true;
ShadowScale = 0.5f;
}
const int sitOffset = 10;
public override void CreateParts() { }
public override float NameYOffset { get { return 32/16f + 0.5f/16f; } }
public override float GetEyeY(Entity entity) { return (26 - sitOffset)/16f; }
public override Vector3 CollisionSize {
get { return new Vector3(8/16f + 0.6f/16f, (28.1f - sitOffset)/16f, 8/16f + 0.6f/16f); }
}
public override AABB PickingBounds {
get { return new AABB(-8/16f, 0, -4/16f, 8/16f, (32 - sitOffset)/16f, 4/16f); }
}
protected internal override Matrix4 TransformMatrix(Entity p, Vector3 pos) {
pos.Y -= (sitOffset / 16f) * p.ModelScale.Y;
return p.TransformMatrix(p.ModelScale, pos);
}
public override void DrawModel(Entity p) {
p.anim.leftLegX = 1.5f; p.anim.rightLegX = 1.5f;
p.anim.leftLegZ = -0.1f; p.anim.rightLegZ = 0.1f;
IModel model = game.ModelCache.Models[0].Instance;
model.SetupState(p);
model.DrawModel(p);
}
}
public class HumanoidHeadModel : HumanoidModel {
public HumanoidHeadModel(Game window) : base(window) { }
public override void CreateParts() { }
public override float GetEyeY(Entity entity) { return 6/16f; }
public override Vector3 CollisionSize {
get { return new Vector3(7.9f/16f, 7.9f/16f, 7.9f/16f); }
}
public override AABB PickingBounds {
get { return new AABB(-4/16f, 0, -4/16f, 4/16f, 8/16f, 4/16f); }
}
protected internal override Matrix4 TransformMatrix(Entity p, Vector3 pos) {
pos.Y -= (24 / 16f) * p.ModelScale.Y;
return p.TransformMatrix(p.ModelScale, pos);
}
protected override void RenderParts(Entity p) {
HumanoidModel human = (HumanoidModel)game.ModelCache.Models[0].Instance;
vertices = human.vertices;
DrawRotate(-p.HeadXRadians, 0, 0, human.Set.Head, true);
UpdateVB();
game.Graphics.AlphaTest = true;
index = 0;
DrawRotate(-p.HeadXRadians, 0, 0, human.Set.Hat, true);
UpdateVB();
}
}
public class ArmModel : HumanoidModel {
public ArmModel(Game window) : base(window) {
}
public override void CreateParts() { }
public override float NameYOffset { get { return 0; } }
public override float GetEyeY(Entity entity) { return 0; }
public override Vector3 CollisionSize { get { return default(Vector3); } }
public override AABB PickingBounds { get { return default(AABB); } }
public static int PosX = 10, PosY = -26, PosZ;
public static bool DEBUGFRAME;
protected override void RenderParts(Entity p) {
HumanoidModel human = (HumanoidModel)game.ModelCache.Models[0].Instance;
vertices = human.vertices;
SkinType skinType = p.SkinType;
ModelSet model = skinType == SkinType.Type64x64Slim ? human.SetSlim :
(skinType == SkinType.Type64x64 ? human.Set64 : human.Set);
game.Graphics.PushMatrix();
Matrix4 m;
Matrix4.Translate(out m, -6 / 16f + PosX / 100f, -12 / 16f + PosY / 100f, 0 + PosZ / 100f);
game.Graphics.MultiplyMatrix(ref m);
ModelPart part = model.RightArm;
part.RotX += 1 / 16.0f;
part.RotY -= 4 / 16.0f;
Rotate = RotateOrder.YZX;
DrawRotate( -20 * Utils.Deg2Rad, -70 * Utils.Deg2Rad, 135 * Utils.Deg2Rad, part, false);
Rotate = RotateOrder.ZYX;
UpdateVB();
game.Graphics.PopMatrix();
}
}
}