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.passive.EntityOcelot;
008    import net.minecraft.util.MathHelper;
009    import org.lwjgl.opengl.GL11;
010    
011    @SideOnly(Side.CLIENT)
012    public class ModelOcelot extends ModelBase
013    {
014        /** The back left leg model for the Ocelot. */
015        ModelRenderer ocelotBackLeftLeg;
016    
017        /** The back right leg model for the Ocelot. */
018        ModelRenderer ocelotBackRightLeg;
019    
020        /** The front left leg model for the Ocelot. */
021        ModelRenderer ocelotFrontLeftLeg;
022    
023        /** The front right leg model for the Ocelot. */
024        ModelRenderer ocelotFrontRightLeg;
025    
026        /** The tail model for the Ocelot. */
027        ModelRenderer ocelotTail;
028    
029        /** The second part of tail model for the Ocelot. */
030        ModelRenderer ocelotTail2;
031    
032        /** The head model for the Ocelot. */
033        ModelRenderer ocelotHead;
034    
035        /** The body model for the Ocelot. */
036        ModelRenderer ocelotBody;
037        int field_78163_i = 1;
038    
039        public ModelOcelot()
040        {
041            this.setTextureOffset("head.main", 0, 0);
042            this.setTextureOffset("head.nose", 0, 24);
043            this.setTextureOffset("head.ear1", 0, 10);
044            this.setTextureOffset("head.ear2", 6, 10);
045            this.ocelotHead = new ModelRenderer(this, "head");
046            this.ocelotHead.addBox("main", -2.5F, -2.0F, -3.0F, 5, 4, 5);
047            this.ocelotHead.addBox("nose", -1.5F, 0.0F, -4.0F, 3, 2, 2);
048            this.ocelotHead.addBox("ear1", -2.0F, -3.0F, 0.0F, 1, 1, 2);
049            this.ocelotHead.addBox("ear2", 1.0F, -3.0F, 0.0F, 1, 1, 2);
050            this.ocelotHead.setRotationPoint(0.0F, 15.0F, -9.0F);
051            this.ocelotBody = new ModelRenderer(this, 20, 0);
052            this.ocelotBody.addBox(-2.0F, 3.0F, -8.0F, 4, 16, 6, 0.0F);
053            this.ocelotBody.setRotationPoint(0.0F, 12.0F, -10.0F);
054            this.ocelotTail = new ModelRenderer(this, 0, 15);
055            this.ocelotTail.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
056            this.ocelotTail.rotateAngleX = 0.9F;
057            this.ocelotTail.setRotationPoint(0.0F, 15.0F, 8.0F);
058            this.ocelotTail2 = new ModelRenderer(this, 4, 15);
059            this.ocelotTail2.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
060            this.ocelotTail2.setRotationPoint(0.0F, 20.0F, 14.0F);
061            this.ocelotBackLeftLeg = new ModelRenderer(this, 8, 13);
062            this.ocelotBackLeftLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
063            this.ocelotBackLeftLeg.setRotationPoint(1.1F, 18.0F, 5.0F);
064            this.ocelotBackRightLeg = new ModelRenderer(this, 8, 13);
065            this.ocelotBackRightLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
066            this.ocelotBackRightLeg.setRotationPoint(-1.1F, 18.0F, 5.0F);
067            this.ocelotFrontLeftLeg = new ModelRenderer(this, 40, 0);
068            this.ocelotFrontLeftLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
069            this.ocelotFrontLeftLeg.setRotationPoint(1.2F, 13.8F, -5.0F);
070            this.ocelotFrontRightLeg = new ModelRenderer(this, 40, 0);
071            this.ocelotFrontRightLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
072            this.ocelotFrontRightLeg.setRotationPoint(-1.2F, 13.8F, -5.0F);
073        }
074    
075        /**
076         * Sets the models various rotation angles then renders the model.
077         */
078        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
079        {
080            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
081    
082            if (this.isChild)
083            {
084                float var8 = 2.0F;
085                GL11.glPushMatrix();
086                GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
087                GL11.glTranslatef(0.0F, 10.0F * par7, 4.0F * par7);
088                this.ocelotHead.render(par7);
089                GL11.glPopMatrix();
090                GL11.glPushMatrix();
091                GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
092                GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
093                this.ocelotBody.render(par7);
094                this.ocelotBackLeftLeg.render(par7);
095                this.ocelotBackRightLeg.render(par7);
096                this.ocelotFrontLeftLeg.render(par7);
097                this.ocelotFrontRightLeg.render(par7);
098                this.ocelotTail.render(par7);
099                this.ocelotTail2.render(par7);
100                GL11.glPopMatrix();
101            }
102            else
103            {
104                this.ocelotHead.render(par7);
105                this.ocelotBody.render(par7);
106                this.ocelotTail.render(par7);
107                this.ocelotTail2.render(par7);
108                this.ocelotBackLeftLeg.render(par7);
109                this.ocelotBackRightLeg.render(par7);
110                this.ocelotFrontLeftLeg.render(par7);
111                this.ocelotFrontRightLeg.render(par7);
112            }
113        }
114    
115        /**
116         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
117         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
118         * "far" arms and legs can swing at most.
119         */
120        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
121        {
122            this.ocelotHead.rotateAngleX = par5 / (180F / (float)Math.PI);
123            this.ocelotHead.rotateAngleY = par4 / (180F / (float)Math.PI);
124    
125            if (this.field_78163_i != 3)
126            {
127                this.ocelotBody.rotateAngleX = ((float)Math.PI / 2F);
128    
129                if (this.field_78163_i == 2)
130                {
131                    this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
132                    this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + 0.3F) * 1.0F * par2;
133                    this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI + 0.3F) * 1.0F * par2;
134                    this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
135                    this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 10F) * MathHelper.cos(par1) * par2;
136                }
137                else
138                {
139                    this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
140                    this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
141                    this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
142                    this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
143    
144                    if (this.field_78163_i == 1)
145                    {
146                        this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 4F) * MathHelper.cos(par1) * par2;
147                    }
148                    else
149                    {
150                        this.ocelotTail2.rotateAngleX = 1.7278761F + 0.47123894F * MathHelper.cos(par1) * par2;
151                    }
152                }
153            }
154        }
155    
156        /**
157         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
158         * and third as in the setRotationAngles method.
159         */
160        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
161        {
162            EntityOcelot var5 = (EntityOcelot)par1EntityLiving;
163            this.ocelotBody.rotationPointY = 12.0F;
164            this.ocelotBody.rotationPointZ = -10.0F;
165            this.ocelotHead.rotationPointY = 15.0F;
166            this.ocelotHead.rotationPointZ = -9.0F;
167            this.ocelotTail.rotationPointY = 15.0F;
168            this.ocelotTail.rotationPointZ = 8.0F;
169            this.ocelotTail2.rotationPointY = 20.0F;
170            this.ocelotTail2.rotationPointZ = 14.0F;
171            this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 13.8F;
172            this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -5.0F;
173            this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 18.0F;
174            this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 5.0F;
175            this.ocelotTail.rotateAngleX = 0.9F;
176    
177            if (var5.isSneaking())
178            {
179                ++this.ocelotBody.rotationPointY;
180                this.ocelotHead.rotationPointY += 2.0F;
181                ++this.ocelotTail.rotationPointY;
182                this.ocelotTail2.rotationPointY += -4.0F;
183                this.ocelotTail2.rotationPointZ += 2.0F;
184                this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
185                this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
186                this.field_78163_i = 0;
187            }
188            else if (var5.isSprinting())
189            {
190                this.ocelotTail2.rotationPointY = this.ocelotTail.rotationPointY;
191                this.ocelotTail2.rotationPointZ += 2.0F;
192                this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
193                this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
194                this.field_78163_i = 2;
195            }
196            else if (var5.isSitting())
197            {
198                this.ocelotBody.rotateAngleX = ((float)Math.PI / 4F);
199                this.ocelotBody.rotationPointY += -4.0F;
200                this.ocelotBody.rotationPointZ += 5.0F;
201                this.ocelotHead.rotationPointY += -3.3F;
202                ++this.ocelotHead.rotationPointZ;
203                this.ocelotTail.rotationPointY += 8.0F;
204                this.ocelotTail.rotationPointZ += -2.0F;
205                this.ocelotTail2.rotationPointY += 2.0F;
206                this.ocelotTail2.rotationPointZ += -0.8F;
207                this.ocelotTail.rotateAngleX = 1.7278761F;
208                this.ocelotTail2.rotateAngleX = 2.670354F;
209                this.ocelotFrontLeftLeg.rotateAngleX = this.ocelotFrontRightLeg.rotateAngleX = -0.15707964F;
210                this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 15.8F;
211                this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -7.0F;
212                this.ocelotBackLeftLeg.rotateAngleX = this.ocelotBackRightLeg.rotateAngleX = -((float)Math.PI / 2F);
213                this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 21.0F;
214                this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 1.0F;
215                this.field_78163_i = 3;
216            }
217            else
218            {
219                this.field_78163_i = 1;
220            }
221        }
222    }