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.EntityLivingBase; import net.minecraft.entity.boss.EntityDragon; import org.lwjgl.opengl.GL11; @SideOnly(Side.CLIENT) public class ModelDragon extends ModelBase { /** The head Model renderer of the dragon */ private ModelRenderer head; /** The spine Model renderer of the dragon */ private ModelRenderer spine; /** The jaw Model renderer of the dragon */ private ModelRenderer jaw; /** The body Model renderer of the dragon */ private ModelRenderer body; /** The rear leg Model renderer of the dragon */ private ModelRenderer rearLeg; /** The front leg Model renderer of the dragon */ private ModelRenderer frontLeg; /** The rear leg tip Model renderer of the dragon */ private ModelRenderer rearLegTip; /** The front leg tip Model renderer of the dragon */ private ModelRenderer frontLegTip; /** The rear foot Model renderer of the dragon */ private ModelRenderer rearFoot; /** The front foot Model renderer of the dragon */ private ModelRenderer frontFoot; /** The wing Model renderer of the dragon */ private ModelRenderer wing; /** The wing tip Model renderer of the dragon */ private ModelRenderer wingTip; private float partialTicks; private static final String __OBFID = "CL_00000870"; public ModelDragon(float p_i1169_1_) { this.textureWidth = 256; this.textureHeight = 256; this.setTextureOffset("body.body", 0, 0); this.setTextureOffset("wing.skin", -56, 88); this.setTextureOffset("wingtip.skin", -56, 144); this.setTextureOffset("rearleg.main", 0, 0); this.setTextureOffset("rearfoot.main", 112, 0); this.setTextureOffset("rearlegtip.main", 196, 0); this.setTextureOffset("head.upperhead", 112, 30); this.setTextureOffset("wing.bone", 112, 88); this.setTextureOffset("head.upperlip", 176, 44); this.setTextureOffset("jaw.jaw", 176, 65); this.setTextureOffset("frontleg.main", 112, 104); this.setTextureOffset("wingtip.bone", 112, 136); this.setTextureOffset("frontfoot.main", 144, 104); this.setTextureOffset("neck.box", 192, 104); this.setTextureOffset("frontlegtip.main", 226, 138); this.setTextureOffset("body.scale", 220, 53); this.setTextureOffset("head.scale", 0, 0); this.setTextureOffset("neck.scale", 48, 0); this.setTextureOffset("head.nostril", 112, 0); float f1 = -16.0F; this.head = new ModelRenderer(this, "head"); this.head.addBox("upperlip", -6.0F, -1.0F, -8.0F + f1, 12, 5, 16); this.head.addBox("upperhead", -8.0F, -8.0F, 6.0F + f1, 16, 16, 16); this.head.mirror = true; this.head.addBox("scale", -5.0F, -12.0F, 12.0F + f1, 2, 4, 6); this.head.addBox("nostril", -5.0F, -3.0F, -6.0F + f1, 2, 2, 4); this.head.mirror = false; this.head.addBox("scale", 3.0F, -12.0F, 12.0F + f1, 2, 4, 6); this.head.addBox("nostril", 3.0F, -3.0F, -6.0F + f1, 2, 2, 4); this.jaw = new ModelRenderer(this, "jaw"); this.jaw.setRotationPoint(0.0F, 4.0F, 8.0F + f1); this.jaw.addBox("jaw", -6.0F, 0.0F, -16.0F, 12, 4, 16); this.head.addChild(this.jaw); this.spine = new ModelRenderer(this, "neck"); this.spine.addBox("box", -5.0F, -5.0F, -5.0F, 10, 10, 10); this.spine.addBox("scale", -1.0F, -9.0F, -3.0F, 2, 4, 6); this.body = new ModelRenderer(this, "body"); this.body.setRotationPoint(0.0F, 4.0F, 8.0F); this.body.addBox("body", -12.0F, 0.0F, -16.0F, 24, 24, 64); this.body.addBox("scale", -1.0F, -6.0F, -10.0F, 2, 6, 12); this.body.addBox("scale", -1.0F, -6.0F, 10.0F, 2, 6, 12); this.body.addBox("scale", -1.0F, -6.0F, 30.0F, 2, 6, 12); this.wing = new ModelRenderer(this, "wing"); this.wing.setRotationPoint(-12.0F, 5.0F, 2.0F); this.wing.addBox("bone", -56.0F, -4.0F, -4.0F, 56, 8, 8); this.wing.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56); this.wingTip = new ModelRenderer(this, "wingtip"); this.wingTip.setRotationPoint(-56.0F, 0.0F, 0.0F); this.wingTip.addBox("bone", -56.0F, -2.0F, -2.0F, 56, 4, 4); this.wingTip.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56); this.wing.addChild(this.wingTip); this.frontLeg = new ModelRenderer(this, "frontleg"); this.frontLeg.setRotationPoint(-12.0F, 20.0F, 2.0F); this.frontLeg.addBox("main", -4.0F, -4.0F, -4.0F, 8, 24, 8); this.frontLegTip = new ModelRenderer(this, "frontlegtip"); this.frontLegTip.setRotationPoint(0.0F, 20.0F, -1.0F); this.frontLegTip.addBox("main", -3.0F, -1.0F, -3.0F, 6, 24, 6); this.frontLeg.addChild(this.frontLegTip); this.frontFoot = new ModelRenderer(this, "frontfoot"); this.frontFoot.setRotationPoint(0.0F, 23.0F, 0.0F); this.frontFoot.addBox("main", -4.0F, 0.0F, -12.0F, 8, 4, 16); this.frontLegTip.addChild(this.frontFoot); this.rearLeg = new ModelRenderer(this, "rearleg"); this.rearLeg.setRotationPoint(-16.0F, 16.0F, 42.0F); this.rearLeg.addBox("main", -8.0F, -4.0F, -8.0F, 16, 32, 16); this.rearLegTip = new ModelRenderer(this, "rearlegtip"); this.rearLegTip.setRotationPoint(0.0F, 32.0F, -4.0F); this.rearLegTip.addBox("main", -6.0F, -2.0F, 0.0F, 12, 32, 12); this.rearLeg.addChild(this.rearLegTip); this.rearFoot = new ModelRenderer(this, "rearfoot"); this.rearFoot.setRotationPoint(0.0F, 31.0F, 4.0F); this.rearFoot.addBox("main", -9.0F, 0.0F, -20.0F, 18, 6, 24); this.rearLegTip.addChild(this.rearFoot); } /** * 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(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_) { this.partialTicks = p_78086_4_; } /** * 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_) { GL11.glPushMatrix(); EntityDragon entitydragon = (EntityDragon)p_78088_1_; float f6 = entitydragon.prevAnimTime + (entitydragon.animTime - entitydragon.prevAnimTime) * this.partialTicks; this.jaw.rotateAngleX = (float)(Math.sin((double)(f6 * (float)Math.PI * 2.0F)) + 1.0D) * 0.2F; float f7 = (float)(Math.sin((double)(f6 * (float)Math.PI * 2.0F - 1.0F)) + 1.0D); f7 = (f7 * f7 * 1.0F + f7 * 2.0F) * 0.05F; GL11.glTranslatef(0.0F, f7 - 2.0F, -3.0F); GL11.glRotatef(f7 * 2.0F, 1.0F, 0.0F, 0.0F); float f8 = -30.0F; float f10 = 0.0F; float f11 = 1.5F; double[] adouble = entitydragon.getMovementOffsets(6, this.partialTicks); float f12 = this.updateRotations(entitydragon.getMovementOffsets(5, this.partialTicks)[0] - entitydragon.getMovementOffsets(10, this.partialTicks)[0]); float f13 = this.updateRotations(entitydragon.getMovementOffsets(5, this.partialTicks)[0] + (double)(f12 / 2.0F)); f8 += 2.0F; float f14 = f6 * (float)Math.PI * 2.0F; f8 = 20.0F; float f9 = -12.0F; float f15; for (int i = 0; i < 5; ++i) { double[] adouble1 = entitydragon.getMovementOffsets(5 - i, this.partialTicks); f15 = (float)Math.cos((double)((float)i * 0.45F + f14)) * 0.15F; this.spine.rotateAngleY = this.updateRotations(adouble1[0] - adouble[0]) * (float)Math.PI / 180.0F * f11; this.spine.rotateAngleX = f15 + (float)(adouble1[1] - adouble[1]) * (float)Math.PI / 180.0F * f11 * 5.0F; this.spine.rotateAngleZ = -this.updateRotations(adouble1[0] - (double)f13) * (float)Math.PI / 180.0F * f11; this.spine.rotationPointY = f8; this.spine.rotationPointZ = f9; this.spine.rotationPointX = f10; f8 = (float)((double)f8 + Math.sin((double)this.spine.rotateAngleX) * 10.0D); f9 = (float)((double)f9 - Math.cos((double)this.spine.rotateAngleY) * Math.cos((double)this.spine.rotateAngleX) * 10.0D); f10 = (float)((double)f10 - Math.sin((double)this.spine.rotateAngleY) * Math.cos((double)this.spine.rotateAngleX) * 10.0D); this.spine.render(p_78088_7_); } this.head.rotationPointY = f8; this.head.rotationPointZ = f9; this.head.rotationPointX = f10; double[] adouble2 = entitydragon.getMovementOffsets(0, this.partialTicks); this.head.rotateAngleY = this.updateRotations(adouble2[0] - adouble[0]) * (float)Math.PI / 180.0F * 1.0F; this.head.rotateAngleZ = -this.updateRotations(adouble2[0] - (double)f13) * (float)Math.PI / 180.0F * 1.0F; this.head.render(p_78088_7_); GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 1.0F, 0.0F); GL11.glRotatef(-f12 * f11 * 1.0F, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(0.0F, -1.0F, 0.0F); this.body.rotateAngleZ = 0.0F; this.body.render(p_78088_7_); for (int j = 0; j < 2; ++j) { GL11.glEnable(GL11.GL_CULL_FACE); f15 = f6 * (float)Math.PI * 2.0F; this.wing.rotateAngleX = 0.125F - (float)Math.cos((double)f15) * 0.2F; this.wing.rotateAngleY = 0.25F; this.wing.rotateAngleZ = (float)(Math.sin((double)f15) + 0.125D) * 0.8F; this.wingTip.rotateAngleZ = -((float)(Math.sin((double)(f15 + 2.0F)) + 0.5D)) * 0.75F; this.rearLeg.rotateAngleX = 1.0F + f7 * 0.1F; this.rearLegTip.rotateAngleX = 0.5F + f7 * 0.1F; this.rearFoot.rotateAngleX = 0.75F + f7 * 0.1F; this.frontLeg.rotateAngleX = 1.3F + f7 * 0.1F; this.frontLegTip.rotateAngleX = -0.5F - f7 * 0.1F; this.frontFoot.rotateAngleX = 0.75F + f7 * 0.1F; this.wing.render(p_78088_7_); this.frontLeg.render(p_78088_7_); this.rearLeg.render(p_78088_7_); GL11.glScalef(-1.0F, 1.0F, 1.0F); if (j == 0) { GL11.glCullFace(GL11.GL_FRONT); } } GL11.glPopMatrix(); GL11.glCullFace(GL11.GL_BACK); GL11.glDisable(GL11.GL_CULL_FACE); float f16 = -((float)Math.sin((double)(f6 * (float)Math.PI * 2.0F))) * 0.0F; f14 = f6 * (float)Math.PI * 2.0F; f8 = 10.0F; f9 = 60.0F; f10 = 0.0F; adouble = entitydragon.getMovementOffsets(11, this.partialTicks); for (int k = 0; k < 12; ++k) { adouble2 = entitydragon.getMovementOffsets(12 + k, this.partialTicks); f16 = (float)((double)f16 + Math.sin((double)((float)k * 0.45F + f14)) * 0.05000000074505806D); this.spine.rotateAngleY = (this.updateRotations(adouble2[0] - adouble[0]) * f11 + 180.0F) * (float)Math.PI / 180.0F; this.spine.rotateAngleX = f16 + (float)(adouble2[1] - adouble[1]) * (float)Math.PI / 180.0F * f11 * 5.0F; this.spine.rotateAngleZ = this.updateRotations(adouble2[0] - (double)f13) * (float)Math.PI / 180.0F * f11; this.spine.rotationPointY = f8; this.spine.rotationPointZ = f9; this.spine.rotationPointX = f10; f8 = (float)((double)f8 + Math.sin((double)this.spine.rotateAngleX) * 10.0D); f9 = (float)((double)f9 - Math.cos((double)this.spine.rotateAngleY) * Math.cos((double)this.spine.rotateAngleX) * 10.0D); f10 = (float)((double)f10 - Math.sin((double)this.spine.rotateAngleY) * Math.cos((double)this.spine.rotateAngleX) * 10.0D); this.spine.render(p_78088_7_); } GL11.glPopMatrix(); } /** * Updates the rotations in the parameters for rotations greater than 180 degrees or less than -180 degrees. It adds * or subtracts 360 degrees, so that the appearance is the same, although the numbers are then simplified to range - * 180 to 180 */ private float updateRotations(double p_78214_1_) { while (p_78214_1_ >= 180.0D) { p_78214_1_ -= 360.0D; } while (p_78214_1_ < -180.0D) { p_78214_1_ += 360.0D; } return (float)p_78214_1_; } }