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 ModelChicken extends ModelBase
011    {
012        public ModelRenderer head;
013        public ModelRenderer body;
014        public ModelRenderer rightLeg;
015        public ModelRenderer leftLeg;
016        public ModelRenderer rightWing;
017        public ModelRenderer leftWing;
018        public ModelRenderer bill;
019        public ModelRenderer chin;
020    
021        public ModelChicken()
022        {
023            byte var1 = 16;
024            this.head = new ModelRenderer(this, 0, 0);
025            this.head.addBox(-2.0F, -6.0F, -2.0F, 4, 6, 3, 0.0F);
026            this.head.setRotationPoint(0.0F, (float)(-1 + var1), -4.0F);
027            this.bill = new ModelRenderer(this, 14, 0);
028            this.bill.addBox(-2.0F, -4.0F, -4.0F, 4, 2, 2, 0.0F);
029            this.bill.setRotationPoint(0.0F, (float)(-1 + var1), -4.0F);
030            this.chin = new ModelRenderer(this, 14, 4);
031            this.chin.addBox(-1.0F, -2.0F, -3.0F, 2, 2, 2, 0.0F);
032            this.chin.setRotationPoint(0.0F, (float)(-1 + var1), -4.0F);
033            this.body = new ModelRenderer(this, 0, 9);
034            this.body.addBox(-3.0F, -4.0F, -3.0F, 6, 8, 6, 0.0F);
035            this.body.setRotationPoint(0.0F, (float)var1, 0.0F);
036            this.rightLeg = new ModelRenderer(this, 26, 0);
037            this.rightLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
038            this.rightLeg.setRotationPoint(-2.0F, (float)(3 + var1), 1.0F);
039            this.leftLeg = new ModelRenderer(this, 26, 0);
040            this.leftLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
041            this.leftLeg.setRotationPoint(1.0F, (float)(3 + var1), 1.0F);
042            this.rightWing = new ModelRenderer(this, 24, 13);
043            this.rightWing.addBox(0.0F, 0.0F, -3.0F, 1, 4, 6);
044            this.rightWing.setRotationPoint(-4.0F, (float)(-3 + var1), 0.0F);
045            this.leftWing = new ModelRenderer(this, 24, 13);
046            this.leftWing.addBox(-1.0F, 0.0F, -3.0F, 1, 4, 6);
047            this.leftWing.setRotationPoint(4.0F, (float)(-3 + var1), 0.0F);
048        }
049    
050        /**
051         * Sets the models various rotation angles then renders the model.
052         */
053        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
054        {
055            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
056    
057            if (this.isChild)
058            {
059                float var8 = 2.0F;
060                GL11.glPushMatrix();
061                GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
062                this.head.render(par7);
063                this.bill.render(par7);
064                this.chin.render(par7);
065                GL11.glPopMatrix();
066                GL11.glPushMatrix();
067                GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
068                GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
069                this.body.render(par7);
070                this.rightLeg.render(par7);
071                this.leftLeg.render(par7);
072                this.rightWing.render(par7);
073                this.leftWing.render(par7);
074                GL11.glPopMatrix();
075            }
076            else
077            {
078                this.head.render(par7);
079                this.bill.render(par7);
080                this.chin.render(par7);
081                this.body.render(par7);
082                this.rightLeg.render(par7);
083                this.leftLeg.render(par7);
084                this.rightWing.render(par7);
085                this.leftWing.render(par7);
086            }
087        }
088    
089        /**
090         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
091         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
092         * "far" arms and legs can swing at most.
093         */
094        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
095        {
096            this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
097            this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
098            this.bill.rotateAngleX = this.head.rotateAngleX;
099            this.bill.rotateAngleY = this.head.rotateAngleY;
100            this.chin.rotateAngleX = this.head.rotateAngleX;
101            this.chin.rotateAngleY = this.head.rotateAngleY;
102            this.body.rotateAngleX = ((float)Math.PI / 2F);
103            this.rightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
104            this.leftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
105            this.rightWing.rotateAngleZ = par3;
106            this.leftWing.rotateAngleZ = -par3;
107        }
108    }