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 var1 = 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 + var1), -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 + var1), -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 + var1), -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)var1, 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 + var1), 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 + var1), 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 + var1), 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 + var1), 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 var8 = 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 / var8, 1.0F / var8, 1.0F / var8); 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; } }