package com.bioxx.tfc2.rendering.model;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.math.MathHelper;
public class ModelFoxArctic extends ModelBase
{
ModelRenderer Neck;
ModelRenderer Body;
ModelRenderer Head;
ModelRenderer Tail;
ModelRenderer LegLeftRear;
ModelRenderer LegLeftFront;
ModelRenderer LegRightFront;
ModelRenderer LegRightRear;
public ModelFoxArctic()
{
textureWidth = 64;
textureHeight = 32;
setTextureOffset("Head.EarLeftMiddle", 25, 11);
setTextureOffset("Head.EarLeftTip", 26, 9);
setTextureOffset("Head.EarRightMiddle", 25, 11);
setTextureOffset("Head.EarRightTip", 26, 9);
setTextureOffset("Head.Head", 0, 0);
setTextureOffset("Head.Snout", 0, 23);
setTextureOffset("Head.Jaw", 0, 28);
setTextureOffset("Tail.TailBase", 52, 0);
setTextureOffset("Tail.TailMiddle", 48, 5);
setTextureOffset("Tail.TailTip", 52, 17);
setTextureOffset("LegLeftFront.LegFrontRight", 24, 14);
setTextureOffset("LegRightFront.LegFrontRight", 24, 14);
setTextureOffset("LegRightRear.LegRearRight", 24, 14);
setTextureOffset("LegLeftRear.LegRearLeft", 24, 14);
Body = new ModelRenderer(this, 16, 8);
Body.addBox(-4F, -3F, -13F, 8, 8, 16);
Body.setRotationPoint(0F, 12F, 14F);
Body.setTextureSize(64, 32);
Body.mirror = true;
setRotation(Body, 0F, 0F, 0F);
Neck = new ModelRenderer(this, 0, 11);
Neck.addBox(-2.5F, 0F, -3F, 5, 6, 6);
Neck.setRotationPoint(0F, 9F, 3F);
Neck.setTextureSize(64, 32);
Neck.mirror = true;
setRotation(Neck, -0.7853982F, 0F, 0F);
Head = new ModelRenderer(this, "Head");
Head.setRotationPoint(0F, 8F, 1F);
setRotation(Head, 0F, 0F, 0F);
Head.mirror = true;
Head.addBox("EarLeftMiddle", 1.5F, -3.5F, -2F, 2, 2, 1);
Head.addBox("EarLeftTip", -3F, -4.5F, -2F, 1, 1, 1);
Head.addBox("EarRightMiddle", -3.5F, -3.5F, -2F, 2, 2, 1);
Head.addBox("EarRightTip", 2F, -4.5F, -2F, 1, 1, 1);
Head.addBox("Head", -3F, -2F, -5F, 6, 6, 5);
Head.addBox("Snout", -1.5F, 0F, -8F, 3, 2, 3);
Head.addBox("Jaw", -1F, 2F, -7F, 2, 1, 2);
Tail = new ModelRenderer(this, "Tail");
Tail.setRotationPoint(0F, 10F, 17F);
setRotation(Tail, 0.7853982F, 0F, 0F);
Tail.mirror = true;
Tail.addBox("TailBase", -1.5F, 0F, -1.5F, 3, 2, 3);
Tail.addBox("TailMiddle", -2F, 2F, -2F, 4, 8, 4);
Tail.addBox("TailTip", -1.5F, 10F, -1.5F, 3, 2, 3);
LegLeftFront = new ModelRenderer(this, "LegLeftFront");
LegLeftFront.setRotationPoint(2F, 16F, 3F);
setRotation(LegLeftFront, 0F, 0F, 0F);
LegLeftFront.mirror = true;
LegLeftFront.addBox("LegFrontRight", -1F, 0F, -1F, 2, 8, 2);
LegRightFront = new ModelRenderer(this, "LegRightFront");
LegRightFront.setRotationPoint(-2F, 16F, 3F);
setRotation(LegRightFront, 0F, 0F, 0F);
LegRightFront.mirror = true;
LegRightFront.addBox("LegFrontRight", -1F, 0F, -1F, 2, 8, 2);
LegRightRear = new ModelRenderer(this, "LegRightRear");
LegRightRear.setRotationPoint(-2F, 16F, 15F);
setRotation(LegRightRear, 0F, 0F, 0F);
LegRightRear.mirror = true;
LegRightRear.addBox("LegRearRight", -1F, 0F, -1F, 2, 8, 2);
LegLeftRear = new ModelRenderer(this, "LegLeftRear");
LegLeftRear.setRotationPoint(2F, 16F, 15F);
setRotation(LegLeftRear, 0F, 0F, 0F);
LegLeftRear.mirror = true;
LegLeftRear.addBox("LegRearLeft", -1F, 0F, -1F, 2, 8, 2);
}
private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
/**
* Sets the models various rotation angles then renders the model.
*/
@Override
public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
{
this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
GlStateManager.pushMatrix();
GlStateManager.scale(0.5, 0.5, 0.5);
GlStateManager.translate(0.0F, 1.5, -0.5F);
this.Head.render(scale);
this.Neck.render(scale);
this.Body.render(scale);
LegLeftFront.render(scale);
LegLeftRear.render(scale);
LegRightFront.render(scale);
LegRightRear.render(scale);
Tail.render(scale);
GlStateManager.popMatrix();
}
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
@Override
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity p_78087_7_)
{
float f6 = (180F / (float)Math.PI);
this.Head.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
this.Head.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
this.Body.rotateAngleX = 0;//((float)Math.PI / 2F);
this.LegLeftFront.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
this.LegLeftRear.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
this.LegRightFront.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
this.LegRightRear.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
}
}