001 package net.minecraft.client.model; 002 003 import cpw.mods.fml.relauncher.Side; 004 import cpw.mods.fml.relauncher.SideOnly; 005 import net.minecraft.entity.Entity; 006 import net.minecraft.util.MathHelper; 007 import org.lwjgl.opengl.GL11; 008 009 @SideOnly(Side.CLIENT) 010 public class ModelBiped extends ModelBase 011 { 012 public ModelRenderer bipedHead; 013 public ModelRenderer bipedHeadwear; 014 public ModelRenderer bipedBody; 015 public ModelRenderer bipedRightArm; 016 public ModelRenderer bipedLeftArm; 017 public ModelRenderer bipedRightLeg; 018 public ModelRenderer bipedLeftLeg; 019 public ModelRenderer bipedEars; 020 public ModelRenderer bipedCloak; 021 022 /** 023 * Records whether the model should be rendered holding an item in the left hand, and if that item is a block. 024 */ 025 public int heldItemLeft; 026 027 /** 028 * Records whether the model should be rendered holding an item in the right hand, and if that item is a block. 029 */ 030 public int heldItemRight; 031 public boolean isSneak; 032 033 /** Records whether the model should be rendered aiming a bow. */ 034 public boolean aimedBow; 035 036 public ModelBiped() 037 { 038 this(0.0F); 039 } 040 041 public ModelBiped(float par1) 042 { 043 this(par1, 0.0F, 64, 32); 044 } 045 046 public ModelBiped(float par1, float par2, int par3, int par4) 047 { 048 this.heldItemLeft = 0; 049 this.heldItemRight = 0; 050 this.isSneak = false; 051 this.aimedBow = false; 052 this.textureWidth = par3; 053 this.textureHeight = par4; 054 this.bipedCloak = new ModelRenderer(this, 0, 0); 055 this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, par1); 056 this.bipedEars = new ModelRenderer(this, 24, 0); 057 this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, par1); 058 this.bipedHead = new ModelRenderer(this, 0, 0); 059 this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1); 060 this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 061 this.bipedHeadwear = new ModelRenderer(this, 32, 0); 062 this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F); 063 this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 064 this.bipedBody = new ModelRenderer(this, 16, 16); 065 this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1); 066 this.bipedBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 067 this.bipedRightArm = new ModelRenderer(this, 40, 16); 068 this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, par1); 069 this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + par2, 0.0F); 070 this.bipedLeftArm = new ModelRenderer(this, 40, 16); 071 this.bipedLeftArm.mirror = true; 072 this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, par1); 073 this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + par2, 0.0F); 074 this.bipedRightLeg = new ModelRenderer(this, 0, 16); 075 this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1); 076 this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F + par2, 0.0F); 077 this.bipedLeftLeg = new ModelRenderer(this, 0, 16); 078 this.bipedLeftLeg.mirror = true; 079 this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1); 080 this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F + par2, 0.0F); 081 } 082 083 /** 084 * Sets the models various rotation angles then renders the model. 085 */ 086 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 087 { 088 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 089 090 if (this.isChild) 091 { 092 float var8 = 2.0F; 093 GL11.glPushMatrix(); 094 GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8); 095 GL11.glTranslatef(0.0F, 16.0F * par7, 0.0F); 096 this.bipedHead.render(par7); 097 GL11.glPopMatrix(); 098 GL11.glPushMatrix(); 099 GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8); 100 GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F); 101 this.bipedBody.render(par7); 102 this.bipedRightArm.render(par7); 103 this.bipedLeftArm.render(par7); 104 this.bipedRightLeg.render(par7); 105 this.bipedLeftLeg.render(par7); 106 this.bipedHeadwear.render(par7); 107 GL11.glPopMatrix(); 108 } 109 else 110 { 111 this.bipedHead.render(par7); 112 this.bipedBody.render(par7); 113 this.bipedRightArm.render(par7); 114 this.bipedLeftArm.render(par7); 115 this.bipedRightLeg.render(par7); 116 this.bipedLeftLeg.render(par7); 117 this.bipedHeadwear.render(par7); 118 } 119 } 120 121 /** 122 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 123 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 124 * "far" arms and legs can swing at most. 125 */ 126 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 127 { 128 this.bipedHead.rotateAngleY = par4 / (180F / (float)Math.PI); 129 this.bipedHead.rotateAngleX = par5 / (180F / (float)Math.PI); 130 this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY; 131 this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX; 132 this.bipedRightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F; 133 this.bipedLeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F; 134 this.bipedRightArm.rotateAngleZ = 0.0F; 135 this.bipedLeftArm.rotateAngleZ = 0.0F; 136 this.bipedRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; 137 this.bipedLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; 138 this.bipedRightLeg.rotateAngleY = 0.0F; 139 this.bipedLeftLeg.rotateAngleY = 0.0F; 140 141 if (this.isRiding) 142 { 143 this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F); 144 this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F); 145 this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F); 146 this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F); 147 this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F); 148 this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F); 149 } 150 151 if (this.heldItemLeft != 0) 152 { 153 this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft; 154 } 155 156 if (this.heldItemRight != 0) 157 { 158 this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight; 159 } 160 161 this.bipedRightArm.rotateAngleY = 0.0F; 162 this.bipedLeftArm.rotateAngleY = 0.0F; 163 float var8; 164 float var9; 165 166 if (this.onGround > -9990.0F) 167 { 168 var8 = this.onGround; 169 this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(var8) * (float)Math.PI * 2.0F) * 0.2F; 170 this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F; 171 this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F; 172 this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F; 173 this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F; 174 this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY; 175 this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY; 176 this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY; 177 var8 = 1.0F - this.onGround; 178 var8 *= var8; 179 var8 *= var8; 180 var8 = 1.0F - var8; 181 var9 = MathHelper.sin(var8 * (float)Math.PI); 182 float var10 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F; 183 this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)var9 * 1.2D + (double)var10)); 184 this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F; 185 this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F; 186 } 187 188 if (this.isSneak) 189 { 190 this.bipedBody.rotateAngleX = 0.5F; 191 this.bipedRightArm.rotateAngleX += 0.4F; 192 this.bipedLeftArm.rotateAngleX += 0.4F; 193 this.bipedRightLeg.rotationPointZ = 4.0F; 194 this.bipedLeftLeg.rotationPointZ = 4.0F; 195 this.bipedRightLeg.rotationPointY = 9.0F; 196 this.bipedLeftLeg.rotationPointY = 9.0F; 197 this.bipedHead.rotationPointY = 1.0F; 198 this.bipedHeadwear.rotationPointY = 1.0F; 199 } 200 else 201 { 202 this.bipedBody.rotateAngleX = 0.0F; 203 this.bipedRightLeg.rotationPointZ = 0.1F; 204 this.bipedLeftLeg.rotationPointZ = 0.1F; 205 this.bipedRightLeg.rotationPointY = 12.0F; 206 this.bipedLeftLeg.rotationPointY = 12.0F; 207 this.bipedHead.rotationPointY = 0.0F; 208 this.bipedHeadwear.rotationPointY = 0.0F; 209 } 210 211 this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 212 this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 213 this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F; 214 this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F; 215 216 if (this.aimedBow) 217 { 218 var8 = 0.0F; 219 var9 = 0.0F; 220 this.bipedRightArm.rotateAngleZ = 0.0F; 221 this.bipedLeftArm.rotateAngleZ = 0.0F; 222 this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F) + this.bipedHead.rotateAngleY; 223 this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F + this.bipedHead.rotateAngleY + 0.4F; 224 this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; 225 this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; 226 this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F; 227 this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F; 228 this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 229 this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 230 this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F; 231 this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F; 232 } 233 } 234 235 /** 236 * renders the ears (specifically, deadmau5's) 237 */ 238 public void renderEars(float par1) 239 { 240 this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY; 241 this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX; 242 this.bipedEars.rotationPointX = 0.0F; 243 this.bipedEars.rotationPointY = 0.0F; 244 this.bipedEars.render(par1); 245 } 246 247 /** 248 * Renders the cloak of the current biped (in most cases, it's a player) 249 */ 250 public void renderCloak(float par1) 251 { 252 this.bipedCloak.render(par1); 253 } 254 }