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, par1Entity);
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    
164        /**
165         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
166         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
167         * "far" arms and legs can swing at most.
168         */
169        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
170        {
171            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
172            this.wolfHeadMain.rotateAngleX = par5 / (180F / (float)Math.PI);
173            this.wolfHeadMain.rotateAngleY = par4 / (180F / (float)Math.PI);
174            this.wolfTail.rotateAngleX = par3;
175        }
176    }