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 }