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.entity.EntityLiving; 007 import net.minecraft.entity.boss.EntityDragon; 008 import org.lwjgl.opengl.GL11; 009 010 @SideOnly(Side.CLIENT) 011 public class ModelDragon extends ModelBase 012 { 013 /** The head Model renderer of the dragon */ 014 private ModelRenderer head; 015 016 /** The neck Model renderer of the dragon */ 017 private ModelRenderer neck; 018 019 /** The jaw Model renderer of the dragon */ 020 private ModelRenderer jaw; 021 022 /** The body Model renderer of the dragon */ 023 private ModelRenderer body; 024 025 /** The rear leg Model renderer of the dragon */ 026 private ModelRenderer rearLeg; 027 028 /** The front leg Model renderer of the dragon */ 029 private ModelRenderer frontLeg; 030 031 /** The rear leg tip Model renderer of the dragon */ 032 private ModelRenderer rearLegTip; 033 034 /** The front leg tip Model renderer of the dragon */ 035 private ModelRenderer frontLegTip; 036 037 /** The rear foot Model renderer of the dragon */ 038 private ModelRenderer rearFoot; 039 040 /** The front foot Model renderer of the dragon */ 041 private ModelRenderer frontFoot; 042 043 /** The wing Model renderer of the dragon */ 044 private ModelRenderer wing; 045 046 /** The wing tip Model renderer of the dragon */ 047 private ModelRenderer wingTip; 048 private float partialTicks; 049 050 public ModelDragon(float par1) 051 { 052 this.textureWidth = 256; 053 this.textureHeight = 256; 054 this.setTextureOffset("body.body", 0, 0); 055 this.setTextureOffset("wing.skin", -56, 88); 056 this.setTextureOffset("wingtip.skin", -56, 144); 057 this.setTextureOffset("rearleg.main", 0, 0); 058 this.setTextureOffset("rearfoot.main", 112, 0); 059 this.setTextureOffset("rearlegtip.main", 196, 0); 060 this.setTextureOffset("head.upperhead", 112, 30); 061 this.setTextureOffset("wing.bone", 112, 88); 062 this.setTextureOffset("head.upperlip", 176, 44); 063 this.setTextureOffset("jaw.jaw", 176, 65); 064 this.setTextureOffset("frontleg.main", 112, 104); 065 this.setTextureOffset("wingtip.bone", 112, 136); 066 this.setTextureOffset("frontfoot.main", 144, 104); 067 this.setTextureOffset("neck.box", 192, 104); 068 this.setTextureOffset("frontlegtip.main", 226, 138); 069 this.setTextureOffset("body.scale", 220, 53); 070 this.setTextureOffset("head.scale", 0, 0); 071 this.setTextureOffset("neck.scale", 48, 0); 072 this.setTextureOffset("head.nostril", 112, 0); 073 float var2 = -16.0F; 074 this.head = new ModelRenderer(this, "head"); 075 this.head.addBox("upperlip", -6.0F, -1.0F, -8.0F + var2, 12, 5, 16); 076 this.head.addBox("upperhead", -8.0F, -8.0F, 6.0F + var2, 16, 16, 16); 077 this.head.mirror = true; 078 this.head.addBox("scale", -5.0F, -12.0F, 12.0F + var2, 2, 4, 6); 079 this.head.addBox("nostril", -5.0F, -3.0F, -6.0F + var2, 2, 2, 4); 080 this.head.mirror = false; 081 this.head.addBox("scale", 3.0F, -12.0F, 12.0F + var2, 2, 4, 6); 082 this.head.addBox("nostril", 3.0F, -3.0F, -6.0F + var2, 2, 2, 4); 083 this.jaw = new ModelRenderer(this, "jaw"); 084 this.jaw.setRotationPoint(0.0F, 4.0F, 8.0F + var2); 085 this.jaw.addBox("jaw", -6.0F, 0.0F, -16.0F, 12, 4, 16); 086 this.head.addChild(this.jaw); 087 this.neck = new ModelRenderer(this, "neck"); 088 this.neck.addBox("box", -5.0F, -5.0F, -5.0F, 10, 10, 10); 089 this.neck.addBox("scale", -1.0F, -9.0F, -3.0F, 2, 4, 6); 090 this.body = new ModelRenderer(this, "body"); 091 this.body.setRotationPoint(0.0F, 4.0F, 8.0F); 092 this.body.addBox("body", -12.0F, 0.0F, -16.0F, 24, 24, 64); 093 this.body.addBox("scale", -1.0F, -6.0F, -10.0F, 2, 6, 12); 094 this.body.addBox("scale", -1.0F, -6.0F, 10.0F, 2, 6, 12); 095 this.body.addBox("scale", -1.0F, -6.0F, 30.0F, 2, 6, 12); 096 this.wing = new ModelRenderer(this, "wing"); 097 this.wing.setRotationPoint(-12.0F, 5.0F, 2.0F); 098 this.wing.addBox("bone", -56.0F, -4.0F, -4.0F, 56, 8, 8); 099 this.wing.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56); 100 this.wingTip = new ModelRenderer(this, "wingtip"); 101 this.wingTip.setRotationPoint(-56.0F, 0.0F, 0.0F); 102 this.wingTip.addBox("bone", -56.0F, -2.0F, -2.0F, 56, 4, 4); 103 this.wingTip.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56); 104 this.wing.addChild(this.wingTip); 105 this.frontLeg = new ModelRenderer(this, "frontleg"); 106 this.frontLeg.setRotationPoint(-12.0F, 20.0F, 2.0F); 107 this.frontLeg.addBox("main", -4.0F, -4.0F, -4.0F, 8, 24, 8); 108 this.frontLegTip = new ModelRenderer(this, "frontlegtip"); 109 this.frontLegTip.setRotationPoint(0.0F, 20.0F, -1.0F); 110 this.frontLegTip.addBox("main", -3.0F, -1.0F, -3.0F, 6, 24, 6); 111 this.frontLeg.addChild(this.frontLegTip); 112 this.frontFoot = new ModelRenderer(this, "frontfoot"); 113 this.frontFoot.setRotationPoint(0.0F, 23.0F, 0.0F); 114 this.frontFoot.addBox("main", -4.0F, 0.0F, -12.0F, 8, 4, 16); 115 this.frontLegTip.addChild(this.frontFoot); 116 this.rearLeg = new ModelRenderer(this, "rearleg"); 117 this.rearLeg.setRotationPoint(-16.0F, 16.0F, 42.0F); 118 this.rearLeg.addBox("main", -8.0F, -4.0F, -8.0F, 16, 32, 16); 119 this.rearLegTip = new ModelRenderer(this, "rearlegtip"); 120 this.rearLegTip.setRotationPoint(0.0F, 32.0F, -4.0F); 121 this.rearLegTip.addBox("main", -6.0F, -2.0F, 0.0F, 12, 32, 12); 122 this.rearLeg.addChild(this.rearLegTip); 123 this.rearFoot = new ModelRenderer(this, "rearfoot"); 124 this.rearFoot.setRotationPoint(0.0F, 31.0F, 4.0F); 125 this.rearFoot.addBox("main", -9.0F, 0.0F, -20.0F, 18, 6, 24); 126 this.rearLegTip.addChild(this.rearFoot); 127 } 128 129 /** 130 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 131 * and third as in the setRotationAngles method. 132 */ 133 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 134 { 135 this.partialTicks = par4; 136 } 137 138 /** 139 * Sets the models various rotation angles then renders the model. 140 */ 141 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 142 { 143 GL11.glPushMatrix(); 144 EntityDragon var8 = (EntityDragon)par1Entity; 145 float var9 = var8.prevAnimTime + (var8.animTime - var8.prevAnimTime) * this.partialTicks; 146 this.jaw.rotateAngleX = (float)(Math.sin((double)(var9 * (float)Math.PI * 2.0F)) + 1.0D) * 0.2F; 147 float var10 = (float)(Math.sin((double)(var9 * (float)Math.PI * 2.0F - 1.0F)) + 1.0D); 148 var10 = (var10 * var10 * 1.0F + var10 * 2.0F) * 0.05F; 149 GL11.glTranslatef(0.0F, var10 - 2.0F, -3.0F); 150 GL11.glRotatef(var10 * 2.0F, 1.0F, 0.0F, 0.0F); 151 float var11 = -30.0F; 152 float var13 = 0.0F; 153 float var14 = 1.5F; 154 double[] var15 = var8.getMovementOffsets(6, this.partialTicks); 155 float var16 = this.updateRotations(var8.getMovementOffsets(5, this.partialTicks)[0] - var8.getMovementOffsets(10, this.partialTicks)[0]); 156 float var17 = this.updateRotations(var8.getMovementOffsets(5, this.partialTicks)[0] + (double)(var16 / 2.0F)); 157 var11 += 2.0F; 158 float var18 = var9 * (float)Math.PI * 2.0F; 159 var11 = 20.0F; 160 float var12 = -12.0F; 161 float var21; 162 163 for (int var19 = 0; var19 < 5; ++var19) 164 { 165 double[] var20 = var8.getMovementOffsets(5 - var19, this.partialTicks); 166 var21 = (float)Math.cos((double)((float)var19 * 0.45F + var18)) * 0.15F; 167 this.neck.rotateAngleY = this.updateRotations(var20[0] - var15[0]) * (float)Math.PI / 180.0F * var14; 168 this.neck.rotateAngleX = var21 + (float)(var20[1] - var15[1]) * (float)Math.PI / 180.0F * var14 * 5.0F; 169 this.neck.rotateAngleZ = -this.updateRotations(var20[0] - (double)var17) * (float)Math.PI / 180.0F * var14; 170 this.neck.rotationPointY = var11; 171 this.neck.rotationPointZ = var12; 172 this.neck.rotationPointX = var13; 173 var11 = (float)((double)var11 + Math.sin((double)this.neck.rotateAngleX) * 10.0D); 174 var12 = (float)((double)var12 - Math.cos((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D); 175 var13 = (float)((double)var13 - Math.sin((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D); 176 this.neck.render(par7); 177 } 178 179 this.head.rotationPointY = var11; 180 this.head.rotationPointZ = var12; 181 this.head.rotationPointX = var13; 182 double[] var23 = var8.getMovementOffsets(0, this.partialTicks); 183 this.head.rotateAngleY = this.updateRotations(var23[0] - var15[0]) * (float)Math.PI / 180.0F * 1.0F; 184 this.head.rotateAngleZ = -this.updateRotations(var23[0] - (double)var17) * (float)Math.PI / 180.0F * 1.0F; 185 this.head.render(par7); 186 GL11.glPushMatrix(); 187 GL11.glTranslatef(0.0F, 1.0F, 0.0F); 188 GL11.glRotatef(-var16 * var14 * 1.0F, 0.0F, 0.0F, 1.0F); 189 GL11.glTranslatef(0.0F, -1.0F, 0.0F); 190 this.body.rotateAngleZ = 0.0F; 191 this.body.render(par7); 192 193 for (int var22 = 0; var22 < 2; ++var22) 194 { 195 GL11.glEnable(GL11.GL_CULL_FACE); 196 var21 = var9 * (float)Math.PI * 2.0F; 197 this.wing.rotateAngleX = 0.125F - (float)Math.cos((double)var21) * 0.2F; 198 this.wing.rotateAngleY = 0.25F; 199 this.wing.rotateAngleZ = (float)(Math.sin((double)var21) + 0.125D) * 0.8F; 200 this.wingTip.rotateAngleZ = -((float)(Math.sin((double)(var21 + 2.0F)) + 0.5D)) * 0.75F; 201 this.rearLeg.rotateAngleX = 1.0F + var10 * 0.1F; 202 this.rearLegTip.rotateAngleX = 0.5F + var10 * 0.1F; 203 this.rearFoot.rotateAngleX = 0.75F + var10 * 0.1F; 204 this.frontLeg.rotateAngleX = 1.3F + var10 * 0.1F; 205 this.frontLegTip.rotateAngleX = -0.5F - var10 * 0.1F; 206 this.frontFoot.rotateAngleX = 0.75F + var10 * 0.1F; 207 this.wing.render(par7); 208 this.frontLeg.render(par7); 209 this.rearLeg.render(par7); 210 GL11.glScalef(-1.0F, 1.0F, 1.0F); 211 212 if (var22 == 0) 213 { 214 GL11.glCullFace(GL11.GL_FRONT); 215 } 216 } 217 218 GL11.glPopMatrix(); 219 GL11.glCullFace(GL11.GL_BACK); 220 GL11.glDisable(GL11.GL_CULL_FACE); 221 float var24 = -((float)Math.sin((double)(var9 * (float)Math.PI * 2.0F))) * 0.0F; 222 var18 = var9 * (float)Math.PI * 2.0F; 223 var11 = 10.0F; 224 var12 = 60.0F; 225 var13 = 0.0F; 226 var15 = var8.getMovementOffsets(11, this.partialTicks); 227 228 for (int var25 = 0; var25 < 12; ++var25) 229 { 230 var23 = var8.getMovementOffsets(12 + var25, this.partialTicks); 231 var24 = (float)((double)var24 + Math.sin((double)((float)var25 * 0.45F + var18)) * 0.05000000074505806D); 232 this.neck.rotateAngleY = (this.updateRotations(var23[0] - var15[0]) * var14 + 180.0F) * (float)Math.PI / 180.0F; 233 this.neck.rotateAngleX = var24 + (float)(var23[1] - var15[1]) * (float)Math.PI / 180.0F * var14 * 5.0F; 234 this.neck.rotateAngleZ = this.updateRotations(var23[0] - (double)var17) * (float)Math.PI / 180.0F * var14; 235 this.neck.rotationPointY = var11; 236 this.neck.rotationPointZ = var12; 237 this.neck.rotationPointX = var13; 238 var11 = (float)((double)var11 + Math.sin((double)this.neck.rotateAngleX) * 10.0D); 239 var12 = (float)((double)var12 - Math.cos((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D); 240 var13 = (float)((double)var13 - Math.sin((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D); 241 this.neck.render(par7); 242 } 243 244 GL11.glPopMatrix(); 245 } 246 247 /** 248 * Updates the rotations in the parameters for rotations greater than 180 degrees or less than -180 degrees. It adds 249 * or subtracts 360 degrees, so that the appearance is the same, although the numbers are then simplified to range 250 * -180 to 180 251 */ 252 private float updateRotations(double par1) 253 { 254 while (par1 >= 180.0D) 255 { 256 par1 -= 360.0D; 257 } 258 259 while (par1 < -180.0D) 260 { 261 par1 += 360.0D; 262 } 263 264 return (float)par1; 265 } 266 }