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 }