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.entity.EntityLiving; import net.minecraft.entity.passive.EntityWolf; import net.minecraft.util.MathHelper; import org.lwjgl.opengl.GL11; @SideOnly(Side.CLIENT) public class ModelWolf extends ModelBase { /** main box for the wolf head */ public ModelRenderer wolfHeadMain; /** The wolf's body */ public ModelRenderer wolfBody; /** Wolf'se first leg */ public ModelRenderer wolfLeg1; /** Wolf's second leg */ public ModelRenderer wolfLeg2; /** Wolf's third leg */ public ModelRenderer wolfLeg3; /** Wolf's fourth leg */ public ModelRenderer wolfLeg4; /** The wolf's tail */ ModelRenderer wolfTail; /** The wolf's mane */ ModelRenderer wolfMane; public ModelWolf() { float var1 = 0.0F; float var2 = 13.5F; this.wolfHeadMain = new ModelRenderer(this, 0, 0); this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, var1); this.wolfHeadMain.setRotationPoint(-1.0F, var2, -7.0F); this.wolfBody = new ModelRenderer(this, 18, 14); this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, var1); this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F); this.wolfMane = new ModelRenderer(this, 21, 0); this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, var1); this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F); this.wolfLeg1 = new ModelRenderer(this, 0, 18); this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); this.wolfLeg2 = new ModelRenderer(this, 0, 18); this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); this.wolfLeg3 = new ModelRenderer(this, 0, 18); this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); this.wolfLeg4 = new ModelRenderer(this, 0, 18); this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); this.wolfTail = new ModelRenderer(this, 9, 18); this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F); this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, var1); this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, var1); this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, var1); } /** * 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) { super.render(par1Entity, par2, par3, par4, par5, par6, 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.wolfHeadMain.renderWithRotation(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.wolfBody.render(par7); this.wolfLeg1.render(par7); this.wolfLeg2.render(par7); this.wolfLeg3.render(par7); this.wolfLeg4.render(par7); this.wolfTail.renderWithRotation(par7); this.wolfMane.render(par7); GL11.glPopMatrix(); } else { this.wolfHeadMain.renderWithRotation(par7); this.wolfBody.render(par7); this.wolfLeg1.render(par7); this.wolfLeg2.render(par7); this.wolfLeg3.render(par7); this.wolfLeg4.render(par7); this.wolfTail.renderWithRotation(par7); this.wolfMane.render(par7); } } /** * Used for easily adding entity-dependent animations. The second and third float params here are the same second * and third as in the setRotationAngles method. */ public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) { EntityWolf var5 = (EntityWolf)par1EntityLiving; if (var5.isAngry()) { this.wolfTail.rotateAngleY = 0.0F; } else { this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3; } if (var5.isSitting()) { this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F); this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F); this.wolfMane.rotateAngleY = 0.0F; this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F); this.wolfBody.rotateAngleX = ((float)Math.PI / 4F); this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F); this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F); this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F); this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F); this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F); this.wolfLeg3.rotateAngleX = 5.811947F; this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F); this.wolfLeg4.rotateAngleX = 5.811947F; this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F); } else { this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F); this.wolfBody.rotateAngleX = ((float)Math.PI / 2F); this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F); this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX; this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F); this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3; this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3; this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3; this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3; } this.wolfHeadMain.rotateAngleZ = var5.getInterestedAngle(par4) + var5.getShakeAngle(par4, 0.0F); this.wolfMane.rotateAngleZ = var5.getShakeAngle(par4, -0.08F); this.wolfBody.rotateAngleZ = var5.getShakeAngle(par4, -0.16F); this.wolfTail.rotateAngleZ = var5.getShakeAngle(par4, -0.2F); } /** * 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) { super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity); this.wolfHeadMain.rotateAngleX = par5 / (180F / (float)Math.PI); this.wolfHeadMain.rotateAngleY = par4 / (180F / (float)Math.PI); this.wolfTail.rotateAngleX = par3; } }