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.EntityWolf; 008 import net.minecraft.util.MathHelper; 009 import org.lwjgl.opengl.GL11; 010 011 @SideOnly(Side.CLIENT) 012 public class ModelWolf extends ModelBase 013 { 014 /** main box for the wolf head */ 015 public ModelRenderer wolfHeadMain; 016 017 /** The wolf's body */ 018 public ModelRenderer wolfBody; 019 020 /** Wolf'se first leg */ 021 public ModelRenderer wolfLeg1; 022 023 /** Wolf's second leg */ 024 public ModelRenderer wolfLeg2; 025 026 /** Wolf's third leg */ 027 public ModelRenderer wolfLeg3; 028 029 /** Wolf's fourth leg */ 030 public ModelRenderer wolfLeg4; 031 032 /** The wolf's tail */ 033 ModelRenderer wolfTail; 034 035 /** The wolf's mane */ 036 ModelRenderer wolfMane; 037 038 public ModelWolf() 039 { 040 float var1 = 0.0F; 041 float var2 = 13.5F; 042 this.wolfHeadMain = new ModelRenderer(this, 0, 0); 043 this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, var1); 044 this.wolfHeadMain.setRotationPoint(-1.0F, var2, -7.0F); 045 this.wolfBody = new ModelRenderer(this, 18, 14); 046 this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, var1); 047 this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F); 048 this.wolfMane = new ModelRenderer(this, 21, 0); 049 this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, var1); 050 this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F); 051 this.wolfLeg1 = new ModelRenderer(this, 0, 18); 052 this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 053 this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); 054 this.wolfLeg2 = new ModelRenderer(this, 0, 18); 055 this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 056 this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); 057 this.wolfLeg3 = new ModelRenderer(this, 0, 18); 058 this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 059 this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); 060 this.wolfLeg4 = new ModelRenderer(this, 0, 18); 061 this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 062 this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); 063 this.wolfTail = new ModelRenderer(this, 9, 18); 064 this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 065 this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F); 066 this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, var1); 067 this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, var1); 068 this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, var1); 069 } 070 071 /** 072 * Sets the models various rotation angles then renders the model. 073 */ 074 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 075 { 076 super.render(par1Entity, par2, par3, par4, par5, par6, par7); 077 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 078 079 if (this.isChild) 080 { 081 float var8 = 2.0F; 082 GL11.glPushMatrix(); 083 GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7); 084 this.wolfHeadMain.renderWithRotation(par7); 085 GL11.glPopMatrix(); 086 GL11.glPushMatrix(); 087 GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8); 088 GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F); 089 this.wolfBody.render(par7); 090 this.wolfLeg1.render(par7); 091 this.wolfLeg2.render(par7); 092 this.wolfLeg3.render(par7); 093 this.wolfLeg4.render(par7); 094 this.wolfTail.renderWithRotation(par7); 095 this.wolfMane.render(par7); 096 GL11.glPopMatrix(); 097 } 098 else 099 { 100 this.wolfHeadMain.renderWithRotation(par7); 101 this.wolfBody.render(par7); 102 this.wolfLeg1.render(par7); 103 this.wolfLeg2.render(par7); 104 this.wolfLeg3.render(par7); 105 this.wolfLeg4.render(par7); 106 this.wolfTail.renderWithRotation(par7); 107 this.wolfMane.render(par7); 108 } 109 } 110 111 /** 112 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 113 * and third as in the setRotationAngles method. 114 */ 115 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 116 { 117 EntityWolf var5 = (EntityWolf)par1EntityLiving; 118 119 if (var5.isAngry()) 120 { 121 this.wolfTail.rotateAngleY = 0.0F; 122 } 123 else 124 { 125 this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3; 126 } 127 128 if (var5.isSitting()) 129 { 130 this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F); 131 this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F); 132 this.wolfMane.rotateAngleY = 0.0F; 133 this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F); 134 this.wolfBody.rotateAngleX = ((float)Math.PI / 4F); 135 this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F); 136 this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F); 137 this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F); 138 this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F); 139 this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F); 140 this.wolfLeg3.rotateAngleX = 5.811947F; 141 this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F); 142 this.wolfLeg4.rotateAngleX = 5.811947F; 143 this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F); 144 } 145 else 146 { 147 this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F); 148 this.wolfBody.rotateAngleX = ((float)Math.PI / 2F); 149 this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F); 150 this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX; 151 this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F); 152 this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); 153 this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); 154 this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); 155 this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); 156 this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3; 157 this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3; 158 this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3; 159 this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3; 160 } 161 162 this.wolfHeadMain.rotateAngleZ = var5.getInterestedAngle(par4) + var5.getShakeAngle(par4, 0.0F); 163 this.wolfMane.rotateAngleZ = var5.getShakeAngle(par4, -0.08F); 164 this.wolfBody.rotateAngleZ = var5.getShakeAngle(par4, -0.16F); 165 this.wolfTail.rotateAngleZ = var5.getShakeAngle(par4, -0.2F); 166 } 167 168 /** 169 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 170 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 171 * "far" arms and legs can swing at most. 172 */ 173 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 174 { 175 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity); 176 this.wolfHeadMain.rotateAngleX = par5 / (180F / (float)Math.PI); 177 this.wolfHeadMain.rotateAngleY = par4 / (180F / (float)Math.PI); 178 this.wolfTail.rotateAngleX = par3; 179 } 180 }