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_;
}
}