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 }