ClassiCube/Model/CreeperModel.cs

75 lines
No EOL
2.3 KiB
C#

using OpenTK;
using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using ClassicalSharp.Renderers;
namespace ClassicalSharp.Model {
public class CreeperModel : IModel {
ModelSet Set;
public CreeperModel( Game window ) : base( window ) {
vertices = new VertexPos3fTex2fCol4b[6 * 6];
Set = new ModelSet();
Set.Head = MakeHead();
Set.Torso = MakeTorso();
Set.LeftLegFront = MakeLeg( -0.25f, 0, -0.375f, -0.125f );
Set.RightLegFront = MakeLeg( 0, 0.25f, -0.375f, -0.125f );
Set.LeftLegBack = MakeLeg( -0.25f, 0, 0.125f, 0.375f );
Set.RightLegBack = MakeLeg( 0, 0.25f, 0.125f, 0.375f );
vertices = null;
DefaultSkinTextureId = graphics.LoadTexture( "creeper.png" );
}
ModelPart MakeHead() {
return MakePart( 0, 0, 8, 8, 8, 8, 8, 8, -0.25f, 0.25f, 1.125f, 1.625f, -0.25f, 0.25f, false );
}
ModelPart MakeTorso() {
return MakePart( 16, 16, 4, 12, 8, 4, 8, 12, -0.25f, 0.25f, 0.375f, 1.125f, -0.125f, 0.125f, false );
}
ModelPart MakeLeg( float x1, float x2, float z1, float z2 ) {
return MakePart( 0, 16, 4, 6, 4, 4, 4, 6, x1, x2, 0f, 0.375f, z1, z2, false );
}
public override float NameYOffset {
get { return 1.7f; }
}
protected override void DrawPlayerModel( Player player, PlayerRenderer renderer ) {
graphics.Texturing = true;
int texId = DefaultSkinTextureId;
graphics.Bind2DTexture( texId );
DrawRotate( 0, 1.125f, 0, -pitch, 0, 0, Set.Head );
Set.Torso.Render();
DrawRotate( 0, 0.375f, -0.125f, leftLegXRot, 0, 0, Set.LeftLegFront );
DrawRotate( 0, 0.375f, -0.125f, rightLegXRot, 0, 0, Set.RightLegFront );
DrawRotate( 0, 0.375f, 0.125f, rightLegXRot, 0, 0, Set.LeftLegBack );
DrawRotate( 0, 0.375f, 0.125f, leftLegXRot, 0, 0, Set.RightLegBack );
graphics.AlphaTest = true;
}
public override void Dispose() {
Set.Dispose();
graphics.DeleteTexture( DefaultSkinTextureId );
}
class ModelSet {
public ModelPart Head, Torso, LeftLegFront, RightLegFront, LeftLegBack, RightLegBack;
public void Dispose() {
RightLegFront.Dispose();
LeftLegFront.Dispose();
RightLegBack.Dispose();
LeftLegBack.Dispose();
Torso.Dispose();
Head.Dispose();
}
}
}
}