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 ModelBiped extends ModelBase
009    {
010        public ModelRenderer bipedHead;
011        public ModelRenderer bipedHeadwear;
012        public ModelRenderer bipedBody;
013        public ModelRenderer bipedRightArm;
014        public ModelRenderer bipedLeftArm;
015        public ModelRenderer bipedRightLeg;
016        public ModelRenderer bipedLeftLeg;
017        public ModelRenderer bipedEars;
018        public ModelRenderer bipedCloak;
019    
020        /**
021         * Records whether the model should be rendered holding an item in the left hand, and if that item is a block.
022         */
023        public int heldItemLeft;
024    
025        /**
026         * Records whether the model should be rendered holding an item in the right hand, and if that item is a block.
027         */
028        public int heldItemRight;
029        public boolean isSneak;
030    
031        /** Records whether the model should be rendered aiming a bow. */
032        public boolean aimedBow;
033    
034        public ModelBiped()
035        {
036            this(0.0F);
037        }
038    
039        public ModelBiped(float par1)
040        {
041            this(par1, 0.0F, 64, 32);
042        }
043    
044        public ModelBiped(float par1, float par2, int par3, int par4)
045        {
046            this.heldItemLeft = 0;
047            this.heldItemRight = 0;
048            this.isSneak = false;
049            this.aimedBow = false;
050            this.textureWidth = par3;
051            this.textureHeight = par4;
052            this.bipedCloak = new ModelRenderer(this, 0, 0);
053            this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, par1);
054            this.bipedEars = new ModelRenderer(this, 24, 0);
055            this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, par1);
056            this.bipedHead = new ModelRenderer(this, 0, 0);
057            this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
058            this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
059            this.bipedHeadwear = new ModelRenderer(this, 32, 0);
060            this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
061            this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
062            this.bipedBody = new ModelRenderer(this, 16, 16);
063            this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
064            this.bipedBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
065            this.bipedRightArm = new ModelRenderer(this, 40, 16);
066            this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, par1);
067            this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + par2, 0.0F);
068            this.bipedLeftArm = new ModelRenderer(this, 40, 16);
069            this.bipedLeftArm.mirror = true;
070            this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, par1);
071            this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + par2, 0.0F);
072            this.bipedRightLeg = new ModelRenderer(this, 0, 16);
073            this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
074            this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F + par2, 0.0F);
075            this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
076            this.bipedLeftLeg.mirror = true;
077            this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
078            this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F + par2, 0.0F);
079        }
080    
081        /**
082         * Sets the models various rotation angles then renders the model.
083         */
084        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
085        {
086            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
087    
088            if (this.isChild)
089            {
090                float var8 = 2.0F;
091                GL11.glPushMatrix();
092                GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
093                GL11.glTranslatef(0.0F, 16.0F * par7, 0.0F);
094                this.bipedHead.render(par7);
095                GL11.glPopMatrix();
096                GL11.glPushMatrix();
097                GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
098                GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
099                this.bipedBody.render(par7);
100                this.bipedRightArm.render(par7);
101                this.bipedLeftArm.render(par7);
102                this.bipedRightLeg.render(par7);
103                this.bipedLeftLeg.render(par7);
104                this.bipedHeadwear.render(par7);
105                GL11.glPopMatrix();
106            }
107            else
108            {
109                this.bipedHead.render(par7);
110                this.bipedBody.render(par7);
111                this.bipedRightArm.render(par7);
112                this.bipedLeftArm.render(par7);
113                this.bipedRightLeg.render(par7);
114                this.bipedLeftLeg.render(par7);
115                this.bipedHeadwear.render(par7);
116            }
117        }
118    
119        /**
120         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
121         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
122         * "far" arms and legs can swing at most.
123         */
124        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
125        {
126            this.bipedHead.rotateAngleY = par4 / (180F / (float)Math.PI);
127            this.bipedHead.rotateAngleX = par5 / (180F / (float)Math.PI);
128            this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
129            this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
130            this.bipedRightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F;
131            this.bipedLeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F;
132            this.bipedRightArm.rotateAngleZ = 0.0F;
133            this.bipedLeftArm.rotateAngleZ = 0.0F;
134            this.bipedRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
135            this.bipedLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
136            this.bipedRightLeg.rotateAngleY = 0.0F;
137            this.bipedLeftLeg.rotateAngleY = 0.0F;
138    
139            if (this.isRiding)
140            {
141                this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F);
142                this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F);
143                this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
144                this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
145                this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F);
146                this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F);
147            }
148    
149            if (this.heldItemLeft != 0)
150            {
151                this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
152            }
153    
154            if (this.heldItemRight != 0)
155            {
156                this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
157            }
158    
159            this.bipedRightArm.rotateAngleY = 0.0F;
160            this.bipedLeftArm.rotateAngleY = 0.0F;
161            float var8;
162            float var9;
163    
164            if (this.onGround > -9990.0F)
165            {
166                var8 = this.onGround;
167                this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(var8) * (float)Math.PI * 2.0F) * 0.2F;
168                this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
169                this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
170                this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
171                this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
172                this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY;
173                this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY;
174                this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY;
175                var8 = 1.0F - this.onGround;
176                var8 *= var8;
177                var8 *= var8;
178                var8 = 1.0F - var8;
179                var9 = MathHelper.sin(var8 * (float)Math.PI);
180                float var10 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F;
181                this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)var9 * 1.2D + (double)var10));
182                this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
183                this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F;
184            }
185    
186            if (this.isSneak)
187            {
188                this.bipedBody.rotateAngleX = 0.5F;
189                this.bipedRightArm.rotateAngleX += 0.4F;
190                this.bipedLeftArm.rotateAngleX += 0.4F;
191                this.bipedRightLeg.rotationPointZ = 4.0F;
192                this.bipedLeftLeg.rotationPointZ = 4.0F;
193                this.bipedRightLeg.rotationPointY = 9.0F;
194                this.bipedLeftLeg.rotationPointY = 9.0F;
195                this.bipedHead.rotationPointY = 1.0F;
196                this.bipedHeadwear.rotationPointY = 1.0F;
197            }
198            else
199            {
200                this.bipedBody.rotateAngleX = 0.0F;
201                this.bipedRightLeg.rotationPointZ = 0.1F;
202                this.bipedLeftLeg.rotationPointZ = 0.1F;
203                this.bipedRightLeg.rotationPointY = 12.0F;
204                this.bipedLeftLeg.rotationPointY = 12.0F;
205                this.bipedHead.rotationPointY = 0.0F;
206                this.bipedHeadwear.rotationPointY = 0.0F;
207            }
208    
209            this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
210            this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
211            this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
212            this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
213    
214            if (this.aimedBow)
215            {
216                var8 = 0.0F;
217                var9 = 0.0F;
218                this.bipedRightArm.rotateAngleZ = 0.0F;
219                this.bipedLeftArm.rotateAngleZ = 0.0F;
220                this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F) + this.bipedHead.rotateAngleY;
221                this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F + this.bipedHead.rotateAngleY + 0.4F;
222                this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
223                this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
224                this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
225                this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
226                this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
227                this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
228                this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
229                this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
230            }
231        }
232    
233        /**
234         * renders the ears (specifically, deadmau5's)
235         */
236        public void renderEars(float par1)
237        {
238            this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY;
239            this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX;
240            this.bipedEars.rotationPointX = 0.0F;
241            this.bipedEars.rotationPointY = 0.0F;
242            this.bipedEars.render(par1);
243        }
244    
245        /**
246         * Renders the cloak of the current biped (in most cases, it's a player)
247         */
248        public void renderCloak(float par1)
249        {
250            this.bipedCloak.render(par1);
251        }
252    }