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_); } }