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 ModelQuadruped extends ModelBase { public ModelRenderer head = new ModelRenderer(this, 0, 0); public ModelRenderer body; public ModelRenderer leg1; public ModelRenderer leg2; public ModelRenderer leg3; public ModelRenderer leg4; protected float field_78145_g = 8.0F; protected float field_78151_h = 4.0F; public ModelQuadruped(int par1, float par2) { this.head.addBox(-4.0F, -4.0F, -8.0F, 8, 8, 8, par2); this.head.setRotationPoint(0.0F, (float)(18 - par1), -6.0F); this.body = new ModelRenderer(this, 28, 8); this.body.addBox(-5.0F, -10.0F, -7.0F, 10, 16, 8, par2); this.body.setRotationPoint(0.0F, (float)(17 - par1), 2.0F); this.leg1 = new ModelRenderer(this, 0, 16); this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2); this.leg1.setRotationPoint(-3.0F, (float)(24 - par1), 7.0F); this.leg2 = new ModelRenderer(this, 0, 16); this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2); this.leg2.setRotationPoint(3.0F, (float)(24 - par1), 7.0F); this.leg3 = new ModelRenderer(this, 0, 16); this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2); this.leg3.setRotationPoint(-3.0F, (float)(24 - par1), -5.0F); this.leg4 = new ModelRenderer(this, 0, 16); this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2); this.leg4.setRotationPoint(3.0F, (float)(24 - par1), -5.0F); } /** * 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, this.field_78145_g * par7, this.field_78151_h * par7); this.head.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.leg1.render(par7); this.leg2.render(par7); this.leg3.render(par7); this.leg4.render(par7); GL11.glPopMatrix(); } else { this.head.render(par7); this.body.render(par7); this.leg1.render(par7); this.leg2.render(par7); this.leg3.render(par7); this.leg4.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.body.rotateAngleX = ((float)Math.PI / 2F); this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; } }