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 ModelQuadruped extends ModelBase 009 { 010 public ModelRenderer head = new ModelRenderer(this, 0, 0); 011 public ModelRenderer body; 012 public ModelRenderer leg1; 013 public ModelRenderer leg2; 014 public ModelRenderer leg3; 015 public ModelRenderer leg4; 016 protected float field_78145_g = 8.0F; 017 protected float field_78151_h = 4.0F; 018 019 public ModelQuadruped(int par1, float par2) 020 { 021 this.head.addBox(-4.0F, -4.0F, -8.0F, 8, 8, 8, par2); 022 this.head.setRotationPoint(0.0F, (float)(18 - par1), -6.0F); 023 this.body = new ModelRenderer(this, 28, 8); 024 this.body.addBox(-5.0F, -10.0F, -7.0F, 10, 16, 8, par2); 025 this.body.setRotationPoint(0.0F, (float)(17 - par1), 2.0F); 026 this.leg1 = new ModelRenderer(this, 0, 16); 027 this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2); 028 this.leg1.setRotationPoint(-3.0F, (float)(24 - par1), 7.0F); 029 this.leg2 = new ModelRenderer(this, 0, 16); 030 this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2); 031 this.leg2.setRotationPoint(3.0F, (float)(24 - par1), 7.0F); 032 this.leg3 = new ModelRenderer(this, 0, 16); 033 this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2); 034 this.leg3.setRotationPoint(-3.0F, (float)(24 - par1), -5.0F); 035 this.leg4 = new ModelRenderer(this, 0, 16); 036 this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2); 037 this.leg4.setRotationPoint(3.0F, (float)(24 - par1), -5.0F); 038 } 039 040 /** 041 * Sets the models various rotation angles then renders the model. 042 */ 043 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 044 { 045 this.setRotationAngles(par2, par3, par4, par5, par6, par7); 046 047 if (this.isChild) 048 { 049 float var8 = 2.0F; 050 GL11.glPushMatrix(); 051 GL11.glTranslatef(0.0F, this.field_78145_g * par7, this.field_78151_h * par7); 052 this.head.render(par7); 053 GL11.glPopMatrix(); 054 GL11.glPushMatrix(); 055 GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8); 056 GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F); 057 this.body.render(par7); 058 this.leg1.render(par7); 059 this.leg2.render(par7); 060 this.leg3.render(par7); 061 this.leg4.render(par7); 062 GL11.glPopMatrix(); 063 } 064 else 065 { 066 this.head.render(par7); 067 this.body.render(par7); 068 this.leg1.render(par7); 069 this.leg2.render(par7); 070 this.leg3.render(par7); 071 this.leg4.render(par7); 072 } 073 } 074 075 /** 076 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 077 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 078 * "far" arms and legs can swing at most. 079 */ 080 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6) 081 { 082 this.head.rotateAngleX = par5 / (180F / (float)Math.PI); 083 this.head.rotateAngleY = par4 / (180F / (float)Math.PI); 084 this.body.rotateAngleX = ((float)Math.PI / 2F); 085 this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; 086 this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; 087 this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; 088 this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; 089 } 090 }