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 ModelQuadruped extends ModelBase
011    {
012        public ModelRenderer head = new ModelRenderer(this, 0, 0);
013        public ModelRenderer body;
014        public ModelRenderer leg1;
015        public ModelRenderer leg2;
016        public ModelRenderer leg3;
017        public ModelRenderer leg4;
018        protected float field_78145_g = 8.0F;
019        protected float field_78151_h = 4.0F;
020    
021        public ModelQuadruped(int par1, float par2)
022        {
023            this.head.addBox(-4.0F, -4.0F, -8.0F, 8, 8, 8, par2);
024            this.head.setRotationPoint(0.0F, (float)(18 - par1), -6.0F);
025            this.body = new ModelRenderer(this, 28, 8);
026            this.body.addBox(-5.0F, -10.0F, -7.0F, 10, 16, 8, par2);
027            this.body.setRotationPoint(0.0F, (float)(17 - par1), 2.0F);
028            this.leg1 = new ModelRenderer(this, 0, 16);
029            this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
030            this.leg1.setRotationPoint(-3.0F, (float)(24 - par1), 7.0F);
031            this.leg2 = new ModelRenderer(this, 0, 16);
032            this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
033            this.leg2.setRotationPoint(3.0F, (float)(24 - par1), 7.0F);
034            this.leg3 = new ModelRenderer(this, 0, 16);
035            this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
036            this.leg3.setRotationPoint(-3.0F, (float)(24 - par1), -5.0F);
037            this.leg4 = new ModelRenderer(this, 0, 16);
038            this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
039            this.leg4.setRotationPoint(3.0F, (float)(24 - par1), -5.0F);
040        }
041    
042        /**
043         * Sets the models various rotation angles then renders the model.
044         */
045        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
046        {
047            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
048    
049            if (this.isChild)
050            {
051                float var8 = 2.0F;
052                GL11.glPushMatrix();
053                GL11.glTranslatef(0.0F, this.field_78145_g * par7, this.field_78151_h * par7);
054                this.head.render(par7);
055                GL11.glPopMatrix();
056                GL11.glPushMatrix();
057                GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
058                GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
059                this.body.render(par7);
060                this.leg1.render(par7);
061                this.leg2.render(par7);
062                this.leg3.render(par7);
063                this.leg4.render(par7);
064                GL11.glPopMatrix();
065            }
066            else
067            {
068                this.head.render(par7);
069                this.body.render(par7);
070                this.leg1.render(par7);
071                this.leg2.render(par7);
072                this.leg3.render(par7);
073                this.leg4.render(par7);
074            }
075        }
076    
077        /**
078         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
079         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
080         * "far" arms and legs can swing at most.
081         */
082        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
083        {
084            this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
085            this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
086            this.body.rotateAngleX = ((float)Math.PI / 2F);
087            this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
088            this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
089            this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
090            this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
091        }
092    }