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 ModelChicken extends ModelBase
{
public ModelRenderer head;
public ModelRenderer body;
public ModelRenderer rightLeg;
public ModelRenderer leftLeg;
public ModelRenderer rightWing;
public ModelRenderer leftWing;
public ModelRenderer bill;
public ModelRenderer chin;
public ModelChicken()
{
byte b0 = 16;
this.head = new ModelRenderer(this, 0, 0);
this.head.addBox(-2.0F, -6.0F, -2.0F, 4, 6, 3, 0.0F);
this.head.setRotationPoint(0.0F, (float)(-1 + b0), -4.0F);
this.bill = new ModelRenderer(this, 14, 0);
this.bill.addBox(-2.0F, -4.0F, -4.0F, 4, 2, 2, 0.0F);
this.bill.setRotationPoint(0.0F, (float)(-1 + b0), -4.0F);
this.chin = new ModelRenderer(this, 14, 4);
this.chin.addBox(-1.0F, -2.0F, -3.0F, 2, 2, 2, 0.0F);
this.chin.setRotationPoint(0.0F, (float)(-1 + b0), -4.0F);
this.body = new ModelRenderer(this, 0, 9);
this.body.addBox(-3.0F, -4.0F, -3.0F, 6, 8, 6, 0.0F);
this.body.setRotationPoint(0.0F, (float)b0, 0.0F);
this.rightLeg = new ModelRenderer(this, 26, 0);
this.rightLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
this.rightLeg.setRotationPoint(-2.0F, (float)(3 + b0), 1.0F);
this.leftLeg = new ModelRenderer(this, 26, 0);
this.leftLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
this.leftLeg.setRotationPoint(1.0F, (float)(3 + b0), 1.0F);
this.rightWing = new ModelRenderer(this, 24, 13);
this.rightWing.addBox(0.0F, 0.0F, -3.0F, 1, 4, 6);
this.rightWing.setRotationPoint(-4.0F, (float)(-3 + b0), 0.0F);
this.leftWing = new ModelRenderer(this, 24, 13);
this.leftWing.addBox(-1.0F, 0.0F, -3.0F, 1, 4, 6);
this.leftWing.setRotationPoint(4.0F, (float)(-3 + b0), 0.0F);
}
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
{
this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
if (this.isChild)
{
float f6 = 2.0F;
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
this.head.render(par7);
this.bill.render(par7);
this.chin.render(par7);
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6);
GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
this.body.render(par7);
this.rightLeg.render(par7);
this.leftLeg.render(par7);
this.rightWing.render(par7);
this.leftWing.render(par7);
GL11.glPopMatrix();
}
else
{
this.head.render(par7);
this.bill.render(par7);
this.chin.render(par7);
this.body.render(par7);
this.rightLeg.render(par7);
this.leftLeg.render(par7);
this.rightWing.render(par7);
this.leftWing.render(par7);
}
}
/**
* 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 par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
{
this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
this.bill.rotateAngleX = this.head.rotateAngleX;
this.bill.rotateAngleY = this.head.rotateAngleY;
this.chin.rotateAngleX = this.head.rotateAngleX;
this.chin.rotateAngleY = this.head.rotateAngleY;
this.body.rotateAngleX = ((float)Math.PI / 2F);
this.rightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
this.leftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
this.rightWing.rotateAngleZ = par3;
this.leftWing.rotateAngleZ = -par3;
}
}