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; private static final String __OBFID = "CL_00000835"; 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 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.glTranslatef(0.0F, 5.0F * p_78088_7_, 2.0F * p_78088_7_); this.head.render(p_78088_7_); this.bill.render(p_78088_7_); this.chin.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.body.render(p_78088_7_); this.rightLeg.render(p_78088_7_); this.leftLeg.render(p_78088_7_); this.rightWing.render(p_78088_7_); this.leftWing.render(p_78088_7_); GL11.glPopMatrix(); } else { this.head.render(p_78088_7_); this.bill.render(p_78088_7_); this.chin.render(p_78088_7_); this.body.render(p_78088_7_); this.rightLeg.render(p_78088_7_); this.leftLeg.render(p_78088_7_); this.rightWing.render(p_78088_7_); this.leftWing.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.head.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI); this.head.rotateAngleY = p_78087_4_ / (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(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_; this.leftLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_; this.rightWing.rotateAngleZ = p_78087_3_; this.leftWing.rotateAngleZ = -p_78087_3_; } }