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    }