001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 import org.lwjgl.opengl.GL11; 006 007 @SideOnly(Side.CLIENT) 008 public class ModelDragon extends ModelBase 009 { 010 /** The head Model renderer of the dragon */ 011 private ModelRenderer head; 012 013 /** The neck Model renderer of the dragon */ 014 private ModelRenderer neck; 015 016 /** The jaw Model renderer of the dragon */ 017 private ModelRenderer jaw; 018 019 /** The body Model renderer of the dragon */ 020 private ModelRenderer body; 021 022 /** The rear leg Model renderer of the dragon */ 023 private ModelRenderer rearLeg; 024 025 /** The front leg Model renderer of the dragon */ 026 private ModelRenderer frontLeg; 027 028 /** The rear leg tip Model renderer of the dragon */ 029 private ModelRenderer rearLegTip; 030 031 /** The front leg tip Model renderer of the dragon */ 032 private ModelRenderer frontLegTip; 033 034 /** The rear foot Model renderer of the dragon */ 035 private ModelRenderer rearFoot; 036 037 /** The front foot Model renderer of the dragon */ 038 private ModelRenderer frontFoot; 039 040 /** The wing Model renderer of the dragon */ 041 private ModelRenderer wing; 042 043 /** The wing tip Model renderer of the dragon */ 044 private ModelRenderer wingTip; 045 private float partialTicks; 046 047 public ModelDragon(float par1) 048 { 049 this.textureWidth = 256; 050 this.textureHeight = 256; 051 this.setTextureOffset("body.body", 0, 0); 052 this.setTextureOffset("wing.skin", -56, 88); 053 this.setTextureOffset("wingtip.skin", -56, 144); 054 this.setTextureOffset("rearleg.main", 0, 0); 055 this.setTextureOffset("rearfoot.main", 112, 0); 056 this.setTextureOffset("rearlegtip.main", 196, 0); 057 this.setTextureOffset("head.upperhead", 112, 30); 058 this.setTextureOffset("wing.bone", 112, 88); 059 this.setTextureOffset("head.upperlip", 176, 44); 060 this.setTextureOffset("jaw.jaw", 176, 65); 061 this.setTextureOffset("frontleg.main", 112, 104); 062 this.setTextureOffset("wingtip.bone", 112, 136); 063 this.setTextureOffset("frontfoot.main", 144, 104); 064 this.setTextureOffset("neck.box", 192, 104); 065 this.setTextureOffset("frontlegtip.main", 226, 138); 066 this.setTextureOffset("body.scale", 220, 53); 067 this.setTextureOffset("head.scale", 0, 0); 068 this.setTextureOffset("neck.scale", 48, 0); 069 this.setTextureOffset("head.nostril", 112, 0); 070 float var2 = -16.0F; 071 this.head = new ModelRenderer(this, "head"); 072 this.head.addBox("upperlip", -6.0F, -1.0F, -8.0F + var2, 12, 5, 16); 073 this.head.addBox("upperhead", -8.0F, -8.0F, 6.0F + var2, 16, 16, 16); 074 this.head.mirror = true; 075 this.head.addBox("scale", -5.0F, -12.0F, 12.0F + var2, 2, 4, 6); 076 this.head.addBox("nostril", -5.0F, -3.0F, -6.0F + var2, 2, 2, 4); 077 this.head.mirror = false; 078 this.head.addBox("scale", 3.0F, -12.0F, 12.0F + var2, 2, 4, 6); 079 this.head.addBox("nostril", 3.0F, -3.0F, -6.0F + var2, 2, 2, 4); 080 this.jaw = new ModelRenderer(this, "jaw"); 081 this.jaw.setRotationPoint(0.0F, 4.0F, 8.0F + var2); 082 this.jaw.addBox("jaw", -6.0F, 0.0F, -16.0F, 12, 4, 16); 083 this.head.addChild(this.jaw); 084 this.neck = new ModelRenderer(this, "neck"); 085 this.neck.addBox("box", -5.0F, -5.0F, -5.0F, 10, 10, 10); 086 this.neck.addBox("scale", -1.0F, -9.0F, -3.0F, 2, 4, 6); 087 this.body = new ModelRenderer(this, "body"); 088 this.body.setRotationPoint(0.0F, 4.0F, 8.0F); 089 this.body.addBox("body", -12.0F, 0.0F, -16.0F, 24, 24, 64); 090 this.body.addBox("scale", -1.0F, -6.0F, -10.0F, 2, 6, 12); 091 this.body.addBox("scale", -1.0F, -6.0F, 10.0F, 2, 6, 12); 092 this.body.addBox("scale", -1.0F, -6.0F, 30.0F, 2, 6, 12); 093 this.wing = new ModelRenderer(this, "wing"); 094 this.wing.setRotationPoint(-12.0F, 5.0F, 2.0F); 095 this.wing.addBox("bone", -56.0F, -4.0F, -4.0F, 56, 8, 8); 096 this.wing.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56); 097 this.wingTip = new ModelRenderer(this, "wingtip"); 098 this.wingTip.setRotationPoint(-56.0F, 0.0F, 0.0F); 099 this.wingTip.addBox("bone", -56.0F, -2.0F, -2.0F, 56, 4, 4); 100 this.wingTip.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56); 101 this.wing.addChild(this.wingTip); 102 this.frontLeg = new ModelRenderer(this, "frontleg"); 103 this.frontLeg.setRotationPoint(-12.0F, 20.0F, 2.0F); 104 this.frontLeg.addBox("main", -4.0F, -4.0F, -4.0F, 8, 24, 8); 105 this.frontLegTip = new ModelRenderer(this, "frontlegtip"); 106 this.frontLegTip.setRotationPoint(0.0F, 20.0F, -1.0F); 107 this.frontLegTip.addBox("main", -3.0F, -1.0F, -3.0F, 6, 24, 6); 108 this.frontLeg.addChild(this.frontLegTip); 109 this.frontFoot = new ModelRenderer(this, "frontfoot"); 110 this.frontFoot.setRotationPoint(0.0F, 23.0F, 0.0F); 111 this.frontFoot.addBox("main", -4.0F, 0.0F, -12.0F, 8, 4, 16); 112 this.frontLegTip.addChild(this.frontFoot); 113 this.rearLeg = new ModelRenderer(this, "rearleg"); 114 this.rearLeg.setRotationPoint(-16.0F, 16.0F, 42.0F); 115 this.rearLeg.addBox("main", -8.0F, -4.0F, -8.0F, 16, 32, 16); 116 this.rearLegTip = new ModelRenderer(this, "rearlegtip"); 117 this.rearLegTip.setRotationPoint(0.0F, 32.0F, -4.0F); 118 this.rearLegTip.addBox("main", -6.0F, -2.0F, 0.0F, 12, 32, 12); 119 this.rearLeg.addChild(this.rearLegTip); 120 this.rearFoot = new ModelRenderer(this, "rearfoot"); 121 this.rearFoot.setRotationPoint(0.0F, 31.0F, 4.0F); 122 this.rearFoot.addBox("main", -9.0F, 0.0F, -20.0F, 18, 6, 24); 123 this.rearLegTip.addChild(this.rearFoot); 124 } 125 126 /** 127 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 128 * and third as in the setRotationAngles method. 129 */ 130 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 131 { 132 this.partialTicks = par4; 133 } 134 135 /** 136 * Sets the models various rotation angles then renders the model. 137 */ 138 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 139 { 140 GL11.glPushMatrix(); 141 EntityDragon var8 = (EntityDragon)par1Entity; 142 float var9 = var8.prevAnimTime + (var8.animTime - var8.prevAnimTime) * this.partialTicks; 143 this.jaw.rotateAngleX = (float)(Math.sin((double)(var9 * (float)Math.PI * 2.0F)) + 1.0D) * 0.2F; 144 float var10 = (float)(Math.sin((double)(var9 * (float)Math.PI * 2.0F - 1.0F)) + 1.0D); 145 var10 = (var10 * var10 * 1.0F + var10 * 2.0F) * 0.05F; 146 GL11.glTranslatef(0.0F, var10 - 2.0F, -3.0F); 147 GL11.glRotatef(var10 * 2.0F, 1.0F, 0.0F, 0.0F); 148 float var11 = -30.0F; 149 float var13 = 0.0F; 150 float var14 = 1.5F; 151 double[] var15 = var8.getMovementOffsets(6, this.partialTicks); 152 float var16 = this.updateRotations(var8.getMovementOffsets(5, this.partialTicks)[0] - var8.getMovementOffsets(10, this.partialTicks)[0]); 153 float var17 = this.updateRotations(var8.getMovementOffsets(5, this.partialTicks)[0] + (double)(var16 / 2.0F)); 154 var11 += 2.0F; 155 float var18 = var9 * (float)Math.PI * 2.0F; 156 var11 = 20.0F; 157 float var12 = -12.0F; 158 float var21; 159 160 for (int var19 = 0; var19 < 5; ++var19) 161 { 162 double[] var20 = var8.getMovementOffsets(5 - var19, this.partialTicks); 163 var21 = (float)Math.cos((double)((float)var19 * 0.45F + var18)) * 0.15F; 164 this.neck.rotateAngleY = this.updateRotations(var20[0] - var15[0]) * (float)Math.PI / 180.0F * var14; 165 this.neck.rotateAngleX = var21 + (float)(var20[1] - var15[1]) * (float)Math.PI / 180.0F * var14 * 5.0F; 166 this.neck.rotateAngleZ = -this.updateRotations(var20[0] - (double)var17) * (float)Math.PI / 180.0F * var14; 167 this.neck.rotationPointY = var11; 168 this.neck.rotationPointZ = var12; 169 this.neck.rotationPointX = var13; 170 var11 = (float)((double)var11 + Math.sin((double)this.neck.rotateAngleX) * 10.0D); 171 var12 = (float)((double)var12 - Math.cos((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D); 172 var13 = (float)((double)var13 - Math.sin((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D); 173 this.neck.render(par7); 174 } 175 176 this.head.rotationPointY = var11; 177 this.head.rotationPointZ = var12; 178 this.head.rotationPointX = var13; 179 double[] var23 = var8.getMovementOffsets(0, this.partialTicks); 180 this.head.rotateAngleY = this.updateRotations(var23[0] - var15[0]) * (float)Math.PI / 180.0F * 1.0F; 181 this.head.rotateAngleZ = -this.updateRotations(var23[0] - (double)var17) * (float)Math.PI / 180.0F * 1.0F; 182 this.head.render(par7); 183 GL11.glPushMatrix(); 184 GL11.glTranslatef(0.0F, 1.0F, 0.0F); 185 GL11.glRotatef(-var16 * var14 * 1.0F, 0.0F, 0.0F, 1.0F); 186 GL11.glTranslatef(0.0F, -1.0F, 0.0F); 187 this.body.rotateAngleZ = 0.0F; 188 this.body.render(par7); 189 190 for (int var22 = 0; var22 < 2; ++var22) 191 { 192 GL11.glEnable(GL11.GL_CULL_FACE); 193 var21 = var9 * (float)Math.PI * 2.0F; 194 this.wing.rotateAngleX = 0.125F - (float)Math.cos((double)var21) * 0.2F; 195 this.wing.rotateAngleY = 0.25F; 196 this.wing.rotateAngleZ = (float)(Math.sin((double)var21) + 0.125D) * 0.8F; 197 this.wingTip.rotateAngleZ = -((float)(Math.sin((double)(var21 + 2.0F)) + 0.5D)) * 0.75F; 198 this.rearLeg.rotateAngleX = 1.0F + var10 * 0.1F; 199 this.rearLegTip.rotateAngleX = 0.5F + var10 * 0.1F; 200 this.rearFoot.rotateAngleX = 0.75F + var10 * 0.1F; 201 this.frontLeg.rotateAngleX = 1.3F + var10 * 0.1F; 202 this.frontLegTip.rotateAngleX = -0.5F - var10 * 0.1F; 203 this.frontFoot.rotateAngleX = 0.75F + var10 * 0.1F; 204 this.wing.render(par7); 205 this.frontLeg.render(par7); 206 this.rearLeg.render(par7); 207 GL11.glScalef(-1.0F, 1.0F, 1.0F); 208 209 if (var22 == 0) 210 { 211 GL11.glCullFace(GL11.GL_FRONT); 212 } 213 } 214 215 GL11.glPopMatrix(); 216 GL11.glCullFace(GL11.GL_BACK); 217 GL11.glDisable(GL11.GL_CULL_FACE); 218 float var24 = -((float)Math.sin((double)(var9 * (float)Math.PI * 2.0F))) * 0.0F; 219 var18 = var9 * (float)Math.PI * 2.0F; 220 var11 = 10.0F; 221 var12 = 60.0F; 222 var13 = 0.0F; 223 var15 = var8.getMovementOffsets(11, this.partialTicks); 224 225 for (int var25 = 0; var25 < 12; ++var25) 226 { 227 var23 = var8.getMovementOffsets(12 + var25, this.partialTicks); 228 var24 = (float)((double)var24 + Math.sin((double)((float)var25 * 0.45F + var18)) * 0.05000000074505806D); 229 this.neck.rotateAngleY = (this.updateRotations(var23[0] - var15[0]) * var14 + 180.0F) * (float)Math.PI / 180.0F; 230 this.neck.rotateAngleX = var24 + (float)(var23[1] - var15[1]) * (float)Math.PI / 180.0F * var14 * 5.0F; 231 this.neck.rotateAngleZ = this.updateRotations(var23[0] - (double)var17) * (float)Math.PI / 180.0F * var14; 232 this.neck.rotationPointY = var11; 233 this.neck.rotationPointZ = var12; 234 this.neck.rotationPointX = var13; 235 var11 = (float)((double)var11 + Math.sin((double)this.neck.rotateAngleX) * 10.0D); 236 var12 = (float)((double)var12 - Math.cos((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D); 237 var13 = (float)((double)var13 - Math.sin((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D); 238 this.neck.render(par7); 239 } 240 241 GL11.glPopMatrix(); 242 } 243 244 /** 245 * Updates the rotations in the parameters for rotations greater than 180 degrees or less than -180 degrees. It adds 246 * or subtracts 360 degrees, so that the appearance is the same, although the numbers are then simplified to range 247 * -180 to 180 248 */ 249 private float updateRotations(double par1) 250 { 251 while (par1 >= 180.0D) 252 { 253 par1 -= 360.0D; 254 } 255 256 while (par1 < -180.0D) 257 { 258 par1 += 360.0D; 259 } 260 261 return (float)par1; 262 } 263 }