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 ModelOcelot extends ModelBase
009    {
010        /** The back left leg model for the Ocelot. */
011        ModelRenderer ocelotBackLeftLeg;
012    
013        /** The back right leg model for the Ocelot. */
014        ModelRenderer ocelotBackRightLeg;
015    
016        /** The front left leg model for the Ocelot. */
017        ModelRenderer ocelotFrontLeftLeg;
018    
019        /** The front right leg model for the Ocelot. */
020        ModelRenderer ocelotFrontRightLeg;
021    
022        /** The tail model for the Ocelot. */
023        ModelRenderer ocelotTail;
024    
025        /** The second part of tail model for the Ocelot. */
026        ModelRenderer ocelotTail2;
027    
028        /** The head model for the Ocelot. */
029        ModelRenderer ocelotHead;
030    
031        /** The body model for the Ocelot. */
032        ModelRenderer ocelotBody;
033        int field_78163_i = 1;
034    
035        public ModelOcelot()
036        {
037            this.setTextureOffset("head.main", 0, 0);
038            this.setTextureOffset("head.nose", 0, 24);
039            this.setTextureOffset("head.ear1", 0, 10);
040            this.setTextureOffset("head.ear2", 6, 10);
041            this.ocelotHead = new ModelRenderer(this, "head");
042            this.ocelotHead.addBox("main", -2.5F, -2.0F, -3.0F, 5, 4, 5);
043            this.ocelotHead.addBox("nose", -1.5F, 0.0F, -4.0F, 3, 2, 2);
044            this.ocelotHead.addBox("ear1", -2.0F, -3.0F, 0.0F, 1, 1, 2);
045            this.ocelotHead.addBox("ear2", 1.0F, -3.0F, 0.0F, 1, 1, 2);
046            this.ocelotHead.setRotationPoint(0.0F, 15.0F, -9.0F);
047            this.ocelotBody = new ModelRenderer(this, 20, 0);
048            this.ocelotBody.addBox(-2.0F, 3.0F, -8.0F, 4, 16, 6, 0.0F);
049            this.ocelotBody.setRotationPoint(0.0F, 12.0F, -10.0F);
050            this.ocelotTail = new ModelRenderer(this, 0, 15);
051            this.ocelotTail.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
052            this.ocelotTail.rotateAngleX = 0.9F;
053            this.ocelotTail.setRotationPoint(0.0F, 15.0F, 8.0F);
054            this.ocelotTail2 = new ModelRenderer(this, 4, 15);
055            this.ocelotTail2.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
056            this.ocelotTail2.setRotationPoint(0.0F, 20.0F, 14.0F);
057            this.ocelotBackLeftLeg = new ModelRenderer(this, 8, 13);
058            this.ocelotBackLeftLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
059            this.ocelotBackLeftLeg.setRotationPoint(1.1F, 18.0F, 5.0F);
060            this.ocelotBackRightLeg = new ModelRenderer(this, 8, 13);
061            this.ocelotBackRightLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
062            this.ocelotBackRightLeg.setRotationPoint(-1.1F, 18.0F, 5.0F);
063            this.ocelotFrontLeftLeg = new ModelRenderer(this, 40, 0);
064            this.ocelotFrontLeftLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
065            this.ocelotFrontLeftLeg.setRotationPoint(1.2F, 13.8F, -5.0F);
066            this.ocelotFrontRightLeg = new ModelRenderer(this, 40, 0);
067            this.ocelotFrontRightLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
068            this.ocelotFrontRightLeg.setRotationPoint(-1.2F, 13.8F, -5.0F);
069        }
070    
071        /**
072         * Sets the models various rotation angles then renders the model.
073         */
074        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
075        {
076            this.setRotationAngles(par2, par3, par4, par5, par6, par7);
077    
078            if (this.isChild)
079            {
080                float var8 = 2.0F;
081                GL11.glPushMatrix();
082                GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
083                GL11.glTranslatef(0.0F, 10.0F * par7, 4.0F * par7);
084                this.ocelotHead.render(par7);
085                GL11.glPopMatrix();
086                GL11.glPushMatrix();
087                GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
088                GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
089                this.ocelotBody.render(par7);
090                this.ocelotBackLeftLeg.render(par7);
091                this.ocelotBackRightLeg.render(par7);
092                this.ocelotFrontLeftLeg.render(par7);
093                this.ocelotFrontRightLeg.render(par7);
094                this.ocelotTail.render(par7);
095                this.ocelotTail2.render(par7);
096                GL11.glPopMatrix();
097            }
098            else
099            {
100                this.ocelotHead.render(par7);
101                this.ocelotBody.render(par7);
102                this.ocelotTail.render(par7);
103                this.ocelotTail2.render(par7);
104                this.ocelotBackLeftLeg.render(par7);
105                this.ocelotBackRightLeg.render(par7);
106                this.ocelotFrontLeftLeg.render(par7);
107                this.ocelotFrontRightLeg.render(par7);
108            }
109        }
110    
111        /**
112         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
113         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
114         * "far" arms and legs can swing at most.
115         */
116        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
117        {
118            this.ocelotHead.rotateAngleX = par5 / (180F / (float)Math.PI);
119            this.ocelotHead.rotateAngleY = par4 / (180F / (float)Math.PI);
120    
121            if (this.field_78163_i != 3)
122            {
123                this.ocelotBody.rotateAngleX = ((float)Math.PI / 2F);
124    
125                if (this.field_78163_i == 2)
126                {
127                    this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
128                    this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + 0.3F) * 1.0F * par2;
129                    this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI + 0.3F) * 1.0F * par2;
130                    this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
131                    this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 10F) * MathHelper.cos(par1) * par2;
132                }
133                else
134                {
135                    this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
136                    this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
137                    this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
138                    this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
139    
140                    if (this.field_78163_i == 1)
141                    {
142                        this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 4F) * MathHelper.cos(par1) * par2;
143                    }
144                    else
145                    {
146                        this.ocelotTail2.rotateAngleX = 1.7278761F + 0.47123894F * MathHelper.cos(par1) * par2;
147                    }
148                }
149            }
150        }
151    
152        /**
153         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
154         * and third as in the setRotationAngles method.
155         */
156        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
157        {
158            EntityOcelot var5 = (EntityOcelot)par1EntityLiving;
159            this.ocelotBody.rotationPointY = 12.0F;
160            this.ocelotBody.rotationPointZ = -10.0F;
161            this.ocelotHead.rotationPointY = 15.0F;
162            this.ocelotHead.rotationPointZ = -9.0F;
163            this.ocelotTail.rotationPointY = 15.0F;
164            this.ocelotTail.rotationPointZ = 8.0F;
165            this.ocelotTail2.rotationPointY = 20.0F;
166            this.ocelotTail2.rotationPointZ = 14.0F;
167            this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 13.8F;
168            this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -5.0F;
169            this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 18.0F;
170            this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 5.0F;
171            this.ocelotTail.rotateAngleX = 0.9F;
172    
173            if (var5.isSneaking())
174            {
175                ++this.ocelotBody.rotationPointY;
176                this.ocelotHead.rotationPointY += 2.0F;
177                ++this.ocelotTail.rotationPointY;
178                this.ocelotTail2.rotationPointY += -4.0F;
179                this.ocelotTail2.rotationPointZ += 2.0F;
180                this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
181                this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
182                this.field_78163_i = 0;
183            }
184            else if (var5.isSprinting())
185            {
186                this.ocelotTail2.rotationPointY = this.ocelotTail.rotationPointY;
187                this.ocelotTail2.rotationPointZ += 2.0F;
188                this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
189                this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
190                this.field_78163_i = 2;
191            }
192            else if (var5.isSitting())
193            {
194                this.ocelotBody.rotateAngleX = ((float)Math.PI / 4F);
195                this.ocelotBody.rotationPointY += -4.0F;
196                this.ocelotBody.rotationPointZ += 5.0F;
197                this.ocelotHead.rotationPointY += -3.3F;
198                ++this.ocelotHead.rotationPointZ;
199                this.ocelotTail.rotationPointY += 8.0F;
200                this.ocelotTail.rotationPointZ += -2.0F;
201                this.ocelotTail2.rotationPointY += 2.0F;
202                this.ocelotTail2.rotationPointZ += -0.8F;
203                this.ocelotTail.rotateAngleX = 1.7278761F;
204                this.ocelotTail2.rotateAngleX = 2.670354F;
205                this.ocelotFrontLeftLeg.rotateAngleX = this.ocelotFrontRightLeg.rotateAngleX = -0.15707964F;
206                this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 15.8F;
207                this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -7.0F;
208                this.ocelotBackLeftLeg.rotateAngleX = this.ocelotBackRightLeg.rotateAngleX = -((float)Math.PI / 2F);
209                this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 21.0F;
210                this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 1.0F;
211                this.field_78163_i = 3;
212            }
213            else
214            {
215                this.field_78163_i = 1;
216            }
217        }
218    }