using OpenTK; using System; using System.Drawing; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Renderers; namespace ClassicalSharp.Model { public class ZombieModel : IModel { ModelSet Set; public ZombieModel( Game window ) : base( window ) { vertices = new VertexPos3fTex2fCol4b[6 * 6]; Set = new ModelSet(); Set.Head = MakeHead(); Set.Torso = MakeTorso(); Set.LeftLeg = MakeLeftLeg( 0.25f, 0f ); Set.RightLeg = MakeRightLeg( 0, 0.25f ); Set.LeftArm = MakeLeftArm( 0.5f, 0.25f ); Set.RightArm = MakeRightArm( 0.25f, 0.5f ); vertices = null; DefaultSkinTextureId = graphics.LoadTexture( "zombie.png" ); } ModelPart MakeLeftArm( float x1, float x2 ) { return MakePart( 40, 16, 4, 12, 4, 4, 4, 12, -x2, -x1, 0.75f, 1.5f, -0.125f, 0.125f, false ); } ModelPart MakeRightArm( float x1, float x2 ) { return MakePart( 40, 16, 4, 12, 4, 4, 4, 12, x1, x2, 0.75f, 1.5f, -0.125f, 0.125f, false ); } ModelPart MakeHead() { return MakePart( 0, 0, 8, 8, 8, 8, 8, 8, -0.25f, 0.25f, 1.5f, 2f, -0.25f, 0.25f, false ); } ModelPart MakeTorso() { return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -0.25f, 0.25f, 0.75f, 1.5f, -0.125f, 0.125f, false ); } ModelPart MakeLeftLeg( float x1, float x2 ) { return MakePart( 0, 16, 4, 12, 4, 4, 4, 12, -x2, -x1, 0f, 0.75f, -0.125f, 0.125f, false ); } ModelPart MakeRightLeg( float x1, float x2 ) { return MakePart( 0, 16, 4, 12, 4, 4, 4, 12, x1, x2, 0f, 0.75f, -0.125f, 0.125f, false ); } public override float NameYOffset { get { return 2.075f; } } protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) { graphics.Texturing = true; int texId = DefaultSkinTextureId; graphics.Bind2DTexture( texId ); DrawRotate( 0, 1.5f, 0, -pitch, 0, 0, Set.Head ); Set.Torso.Render(); DrawRotate( 0, 0.75f, 0, leftLegXRot, 0, 0, Set.LeftLeg ); DrawRotate( 0, 0.75f, 0, rightLegXRot, 0, 0, Set.RightLeg ); DrawRotate( 0, 1.375f, 0, 90f, 0, leftArmZRot, Set.LeftArm ); DrawRotate( 0, 1.375f, 0, 90f, 0, rightArmZRot, Set.RightArm ); graphics.AlphaTest = true; } public override void Dispose() { Set.Dispose(); graphics.DeleteTexture( DefaultSkinTextureId ); } class ModelSet { public ModelPart Head, Torso, LeftLeg, RightLeg, LeftArm, RightArm; public void Dispose() { RightArm.Dispose(); LeftArm.Dispose(); RightLeg.Dispose(); LeftLeg.Dispose(); Torso.Dispose(); Head.Dispose(); } } } }