141 lines
3.2 KiB
ActionScript

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
namespace spades {
class ViewBlockSkin:
IToolSkin, IViewToolSkin, IBlockSkin {
private float sprintState;
private float raiseState;
private Vector3 teamColor;
private Matrix4 eyeMatrix;
private Vector3 swing;
private Vector3 leftHand;
private Vector3 rightHand;
private Vector3 blockColor;
private float readyState;
float SprintState {
set { sprintState = value; }
}
float RaiseState {
set { raiseState = value; }
}
Vector3 TeamColor {
set { teamColor = value; }
}
bool IsMuted {
set {
// nothing to do
}
}
Matrix4 EyeMatrix {
set { eyeMatrix = value; }
}
Vector3 Swing {
set { swing = value; }
}
Vector3 LeftHandPosition {
get {
return leftHand;
}
}
Vector3 RightHandPosition {
get {
return rightHand;
}
}
Vector3 BlockColor {
set { blockColor = value; }
}
float ReadyState {
set { readyState = value; }
}
private Renderer@ renderer;
private AudioDevice@ audioDevice;
private Model@ model;
private Image@ sightImage;
ViewBlockSkin(Renderer@ r, AudioDevice@ dev) {
@renderer = r;
@audioDevice = dev;
@model = renderer.RegisterModel
("Models/Weapons/Block/Block2.kv6");
@sightImage = renderer.RegisterImage
("Gfx/Sight.tga");
}
void Update(float dt) {
}
void AddToScene() {
if(readyState < .99f){
// not ready
leftHand = Vector3(0.5f, 0.5f, 0.6f);
rightHand = Vector3(-0.5f, 0.5f, 0.6f);
return;
}
Matrix4 mat = CreateScaleMatrix(0.033f);
if(sprintState > 0.f) {
mat = CreateRotateMatrix(Vector3(0.f, 0.f, 1.f),
sprintState * -0.3f) * mat;
mat = CreateTranslateMatrix(Vector3(0.1f, -0.4f, -0.05f) * sprintState)
* mat;
}
mat = CreateTranslateMatrix(-0.3f, 0.7f, 0.3f) * mat;
mat = CreateTranslateMatrix(swing) * mat;
mat = CreateTranslateMatrix(Vector3(-0.1f, -0.3f, 0.2f) * (1.f - raiseState))
* mat;
leftHand = mat * Vector3(5.f, -1.f, 4.f);
rightHand = mat * Vector3(-5.5f, 3.f, -5.f);
ModelRenderParam param;
param.matrix = eyeMatrix * mat;
param.customColor = blockColor;
param.depthHack = true;
renderer.AddModel(model, param);
}
void Draw2D() {
renderer.ColorNP = (Vector4(1.f, 1.f, 1.f, 1.f));
renderer.DrawImage(sightImage,
Vector2((renderer.ScreenWidth - sightImage.Width) * 0.5f,
(renderer.ScreenHeight - sightImage.Height) * 0.5f));
}
}
IBlockSkin@ CreateViewBlockSkin(Renderer@ r, AudioDevice@ dev) {
return ViewBlockSkin(r, dev);
}
}