package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class ModelBiped extends ModelBase
{
public ModelRenderer bipedHead;
public ModelRenderer bipedHeadwear;
public ModelRenderer bipedBody;
public ModelRenderer bipedRightArm;
public ModelRenderer bipedLeftArm;
public ModelRenderer bipedRightLeg;
public ModelRenderer bipedLeftLeg;
public ModelRenderer bipedEars;
public ModelRenderer bipedCloak;
/** Records whether the model should be rendered holding an item in the left hand, and if that item is a block. */
public int heldItemLeft;
/** Records whether the model should be rendered holding an item in the right hand, and if that item is a block. */
public int heldItemRight;
public boolean isSneak;
/** Records whether the model should be rendered aiming a bow. */
public boolean aimedBow;
private static final String __OBFID = "CL_00000840";
public ModelBiped()
{
this(0.0F);
}
public ModelBiped(float p_i1148_1_)
{
this(p_i1148_1_, 0.0F, 64, 32);
}
public ModelBiped(float p_i1149_1_, float p_i1149_2_, int p_i1149_3_, int p_i1149_4_)
{
this.textureWidth = p_i1149_3_;
this.textureHeight = p_i1149_4_;
this.bipedCloak = new ModelRenderer(this, 0, 0);
this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, p_i1149_1_);
this.bipedEars = new ModelRenderer(this, 24, 0);
this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, p_i1149_1_);
this.bipedHead = new ModelRenderer(this, 0, 0);
this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, p_i1149_1_);
this.bipedHead.setRotationPoint(0.0F, 0.0F + p_i1149_2_, 0.0F);
this.bipedHeadwear = new ModelRenderer(this, 32, 0);
this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, p_i1149_1_ + 0.5F);
this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + p_i1149_2_, 0.0F);
this.bipedBody = new ModelRenderer(this, 16, 16);
this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, p_i1149_1_);
this.bipedBody.setRotationPoint(0.0F, 0.0F + p_i1149_2_, 0.0F);
this.bipedRightArm = new ModelRenderer(this, 40, 16);
this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, p_i1149_1_);
this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + p_i1149_2_, 0.0F);
this.bipedLeftArm = new ModelRenderer(this, 40, 16);
this.bipedLeftArm.mirror = true;
this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, p_i1149_1_);
this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + p_i1149_2_, 0.0F);
this.bipedRightLeg = new ModelRenderer(this, 0, 16);
this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, p_i1149_1_);
this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F + p_i1149_2_, 0.0F);
this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
this.bipedLeftLeg.mirror = true;
this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, p_i1149_1_);
this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F + p_i1149_2_, 0.0F);
}
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float p_78088_7_)
{
this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_);
if (this.isChild)
{
float f6 = 2.0F;
GL11.glPushMatrix();
GL11.glScalef(1.5F / f6, 1.5F / f6, 1.5F / f6);
GL11.glTranslatef(0.0F, 16.0F * p_78088_7_, 0.0F);
this.bipedHead.render(p_78088_7_);
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6);
GL11.glTranslatef(0.0F, 24.0F * p_78088_7_, 0.0F);
this.bipedBody.render(p_78088_7_);
this.bipedRightArm.render(p_78088_7_);
this.bipedLeftArm.render(p_78088_7_);
this.bipedRightLeg.render(p_78088_7_);
this.bipedLeftLeg.render(p_78088_7_);
this.bipedHeadwear.render(p_78088_7_);
GL11.glPopMatrix();
}
else
{
this.bipedHead.render(p_78088_7_);
this.bipedBody.render(p_78088_7_);
this.bipedRightArm.render(p_78088_7_);
this.bipedLeftArm.render(p_78088_7_);
this.bipedRightLeg.render(p_78088_7_);
this.bipedLeftLeg.render(p_78088_7_);
this.bipedHeadwear.render(p_78088_7_);
}
}
/**
* 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.
*/
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_)
{
this.bipedHead.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
this.bipedHead.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
this.bipedRightArm.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 2.0F * p_78087_2_ * 0.5F;
this.bipedLeftArm.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 2.0F * p_78087_2_ * 0.5F;
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
this.bipedLeftLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
this.bipedRightLeg.rotateAngleY = 0.0F;
this.bipedLeftLeg.rotateAngleY = 0.0F;
if (this.isRiding)
{
this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F);
this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F);
this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F);
this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F);
}
if (this.heldItemLeft != 0)
{
this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
}
if (this.heldItemRight != 0)
{
this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
}
this.bipedRightArm.rotateAngleY = 0.0F;
this.bipedLeftArm.rotateAngleY = 0.0F;
float f6;
float f7;
if (this.swingProgress > -9990.0F)
{
f6 = this.swingProgress;
this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(f6) * (float)Math.PI * 2.0F) * 0.2F;
this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY;
this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY;
this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY;
f6 = 1.0F - this.swingProgress;
f6 *= f6;
f6 *= f6;
f6 = 1.0F - f6;
f7 = MathHelper.sin(f6 * (float)Math.PI);
float f8 = MathHelper.sin(this.swingProgress * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F;
this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)f7 * 1.2D + (double)f8));
this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.swingProgress * (float)Math.PI) * -0.4F;
}
if (this.isSneak)
{
this.bipedBody.rotateAngleX = 0.5F;
this.bipedRightArm.rotateAngleX += 0.4F;
this.bipedLeftArm.rotateAngleX += 0.4F;
this.bipedRightLeg.rotationPointZ = 4.0F;
this.bipedLeftLeg.rotationPointZ = 4.0F;
this.bipedRightLeg.rotationPointY = 9.0F;
this.bipedLeftLeg.rotationPointY = 9.0F;
this.bipedHead.rotationPointY = 1.0F;
this.bipedHeadwear.rotationPointY = 1.0F;
}
else
{
this.bipedBody.rotateAngleX = 0.0F;
this.bipedRightLeg.rotationPointZ = 0.1F;
this.bipedLeftLeg.rotationPointZ = 0.1F;
this.bipedRightLeg.rotationPointY = 12.0F;
this.bipedLeftLeg.rotationPointY = 12.0F;
this.bipedHead.rotationPointY = 0.0F;
this.bipedHeadwear.rotationPointY = 0.0F;
}
this.bipedRightArm.rotateAngleZ += MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
if (this.aimedBow)
{
f6 = 0.0F;
f7 = 0.0F;
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightArm.rotateAngleY = -(0.1F - f6 * 0.6F) + this.bipedHead.rotateAngleY;
this.bipedLeftArm.rotateAngleY = 0.1F - f6 * 0.6F + this.bipedHead.rotateAngleY + 0.4F;
this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
this.bipedRightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedLeftArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedRightArm.rotateAngleZ += MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
}
}
/**
* renders the ears (specifically, deadmau5's)
*/
public void renderEars(float p_78110_1_)
{
this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY;
this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX;
this.bipedEars.rotationPointX = 0.0F;
this.bipedEars.rotationPointY = 0.0F;
this.bipedEars.render(p_78110_1_);
}
/**
* Renders the cloak of the current biped (in most cases, it's a player)
*/
public void renderCloak(float p_78111_1_)
{
this.bipedCloak.render(p_78111_1_);
}
}