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 ModelWolf extends ModelBase 009 { 010 /** main box for the wolf head */ 011 public ModelRenderer wolfHeadMain; 012 013 /** The wolf's body */ 014 public ModelRenderer wolfBody; 015 016 /** Wolf'se first leg */ 017 public ModelRenderer wolfLeg1; 018 019 /** Wolf's second leg */ 020 public ModelRenderer wolfLeg2; 021 022 /** Wolf's third leg */ 023 public ModelRenderer wolfLeg3; 024 025 /** Wolf's fourth leg */ 026 public ModelRenderer wolfLeg4; 027 028 /** The wolf's tail */ 029 ModelRenderer wolfTail; 030 031 /** The wolf's mane */ 032 ModelRenderer wolfMane; 033 034 public ModelWolf() 035 { 036 float var1 = 0.0F; 037 float var2 = 13.5F; 038 this.wolfHeadMain = new ModelRenderer(this, 0, 0); 039 this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, var1); 040 this.wolfHeadMain.setRotationPoint(-1.0F, var2, -7.0F); 041 this.wolfBody = new ModelRenderer(this, 18, 14); 042 this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, var1); 043 this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F); 044 this.wolfMane = new ModelRenderer(this, 21, 0); 045 this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, var1); 046 this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F); 047 this.wolfLeg1 = new ModelRenderer(this, 0, 18); 048 this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 049 this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); 050 this.wolfLeg2 = new ModelRenderer(this, 0, 18); 051 this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 052 this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); 053 this.wolfLeg3 = new ModelRenderer(this, 0, 18); 054 this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 055 this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); 056 this.wolfLeg4 = new ModelRenderer(this, 0, 18); 057 this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 058 this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); 059 this.wolfTail = new ModelRenderer(this, 9, 18); 060 this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1); 061 this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F); 062 this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, var1); 063 this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, var1); 064 this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, var1); 065 } 066 067 /** 068 * Sets the models various rotation angles then renders the model. 069 */ 070 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 071 { 072 super.render(par1Entity, par2, par3, par4, par5, par6, par7); 073 this.setRotationAngles(par2, par3, par4, par5, par6, par7); 074 075 if (this.isChild) 076 { 077 float var8 = 2.0F; 078 GL11.glPushMatrix(); 079 GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7); 080 this.wolfHeadMain.renderWithRotation(par7); 081 GL11.glPopMatrix(); 082 GL11.glPushMatrix(); 083 GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8); 084 GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F); 085 this.wolfBody.render(par7); 086 this.wolfLeg1.render(par7); 087 this.wolfLeg2.render(par7); 088 this.wolfLeg3.render(par7); 089 this.wolfLeg4.render(par7); 090 this.wolfTail.renderWithRotation(par7); 091 this.wolfMane.render(par7); 092 GL11.glPopMatrix(); 093 } 094 else 095 { 096 this.wolfHeadMain.renderWithRotation(par7); 097 this.wolfBody.render(par7); 098 this.wolfLeg1.render(par7); 099 this.wolfLeg2.render(par7); 100 this.wolfLeg3.render(par7); 101 this.wolfLeg4.render(par7); 102 this.wolfTail.renderWithRotation(par7); 103 this.wolfMane.render(par7); 104 } 105 } 106 107 /** 108 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 109 * and third as in the setRotationAngles method. 110 */ 111 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 112 { 113 EntityWolf var5 = (EntityWolf)par1EntityLiving; 114 115 if (var5.isAngry()) 116 { 117 this.wolfTail.rotateAngleY = 0.0F; 118 } 119 else 120 { 121 this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3; 122 } 123 124 if (var5.isSitting()) 125 { 126 this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F); 127 this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F); 128 this.wolfMane.rotateAngleY = 0.0F; 129 this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F); 130 this.wolfBody.rotateAngleX = ((float)Math.PI / 4F); 131 this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F); 132 this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F); 133 this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F); 134 this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F); 135 this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F); 136 this.wolfLeg3.rotateAngleX = 5.811947F; 137 this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F); 138 this.wolfLeg4.rotateAngleX = 5.811947F; 139 this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F); 140 } 141 else 142 { 143 this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F); 144 this.wolfBody.rotateAngleX = ((float)Math.PI / 2F); 145 this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F); 146 this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX; 147 this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F); 148 this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); 149 this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); 150 this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); 151 this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); 152 this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3; 153 this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3; 154 this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3; 155 this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3; 156 } 157 158 this.wolfHeadMain.rotateAngleZ = var5.getInterestedAngle(par4) + var5.getShakeAngle(par4, 0.0F); 159 this.wolfMane.rotateAngleZ = var5.getShakeAngle(par4, -0.08F); 160 this.wolfBody.rotateAngleZ = var5.getShakeAngle(par4, -0.16F); 161 this.wolfTail.rotateAngleZ = var5.getShakeAngle(par4, -0.2F); 162 163 if (var5.getWolfShaking()) 164 { 165 float var6 = var5.getBrightness(par4) * var5.getShadingWhileShaking(par4); 166 GL11.glColor3f(var6, var6, var6); 167 } 168 } 169 170 /** 171 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 172 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 173 * "far" arms and legs can swing at most. 174 */ 175 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6) 176 { 177 super.setRotationAngles(par1, par2, par3, par4, par5, par6); 178 this.wolfHeadMain.rotateAngleX = par5 / (180F / (float)Math.PI); 179 this.wolfHeadMain.rotateAngleY = par4 / (180F / (float)Math.PI); 180 this.wolfTail.rotateAngleX = par3; 181 } 182 }