001package net.minecraft.client.model;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.entity.Entity;
006import net.minecraft.entity.EntityLiving;
007import net.minecraft.entity.passive.EntityOcelot;
008import net.minecraft.util.MathHelper;
009import org.lwjgl.opengl.GL11;
010
011@SideOnly(Side.CLIENT)
012public class ModelOcelot extends ModelBase
013{
014    /** The back left leg model for the Ocelot. */
015    ModelRenderer ocelotBackLeftLeg;
016
017    /** The back right leg model for the Ocelot. */
018    ModelRenderer ocelotBackRightLeg;
019
020    /** The front left leg model for the Ocelot. */
021    ModelRenderer ocelotFrontLeftLeg;
022
023    /** The front right leg model for the Ocelot. */
024    ModelRenderer ocelotFrontRightLeg;
025
026    /** The tail model for the Ocelot. */
027    ModelRenderer ocelotTail;
028
029    /** The second part of tail model for the Ocelot. */
030    ModelRenderer ocelotTail2;
031
032    /** The head model for the Ocelot. */
033    ModelRenderer ocelotHead;
034
035    /** The body model for the Ocelot. */
036    ModelRenderer ocelotBody;
037    int field_78163_i = 1;
038
039    public ModelOcelot()
040    {
041        this.setTextureOffset("head.main", 0, 0);
042        this.setTextureOffset("head.nose", 0, 24);
043        this.setTextureOffset("head.ear1", 0, 10);
044        this.setTextureOffset("head.ear2", 6, 10);
045        this.ocelotHead = new ModelRenderer(this, "head");
046        this.ocelotHead.addBox("main", -2.5F, -2.0F, -3.0F, 5, 4, 5);
047        this.ocelotHead.addBox("nose", -1.5F, 0.0F, -4.0F, 3, 2, 2);
048        this.ocelotHead.addBox("ear1", -2.0F, -3.0F, 0.0F, 1, 1, 2);
049        this.ocelotHead.addBox("ear2", 1.0F, -3.0F, 0.0F, 1, 1, 2);
050        this.ocelotHead.setRotationPoint(0.0F, 15.0F, -9.0F);
051        this.ocelotBody = new ModelRenderer(this, 20, 0);
052        this.ocelotBody.addBox(-2.0F, 3.0F, -8.0F, 4, 16, 6, 0.0F);
053        this.ocelotBody.setRotationPoint(0.0F, 12.0F, -10.0F);
054        this.ocelotTail = new ModelRenderer(this, 0, 15);
055        this.ocelotTail.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
056        this.ocelotTail.rotateAngleX = 0.9F;
057        this.ocelotTail.setRotationPoint(0.0F, 15.0F, 8.0F);
058        this.ocelotTail2 = new ModelRenderer(this, 4, 15);
059        this.ocelotTail2.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
060        this.ocelotTail2.setRotationPoint(0.0F, 20.0F, 14.0F);
061        this.ocelotBackLeftLeg = new ModelRenderer(this, 8, 13);
062        this.ocelotBackLeftLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
063        this.ocelotBackLeftLeg.setRotationPoint(1.1F, 18.0F, 5.0F);
064        this.ocelotBackRightLeg = new ModelRenderer(this, 8, 13);
065        this.ocelotBackRightLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
066        this.ocelotBackRightLeg.setRotationPoint(-1.1F, 18.0F, 5.0F);
067        this.ocelotFrontLeftLeg = new ModelRenderer(this, 40, 0);
068        this.ocelotFrontLeftLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
069        this.ocelotFrontLeftLeg.setRotationPoint(1.2F, 13.8F, -5.0F);
070        this.ocelotFrontRightLeg = new ModelRenderer(this, 40, 0);
071        this.ocelotFrontRightLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
072        this.ocelotFrontRightLeg.setRotationPoint(-1.2F, 13.8F, -5.0F);
073    }
074
075    /**
076     * Sets the models various rotation angles then renders the model.
077     */
078    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
079    {
080        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
081
082        if (this.isChild)
083        {
084            float var8 = 2.0F;
085            GL11.glPushMatrix();
086            GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
087            GL11.glTranslatef(0.0F, 10.0F * par7, 4.0F * par7);
088            this.ocelotHead.render(par7);
089            GL11.glPopMatrix();
090            GL11.glPushMatrix();
091            GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
092            GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
093            this.ocelotBody.render(par7);
094            this.ocelotBackLeftLeg.render(par7);
095            this.ocelotBackRightLeg.render(par7);
096            this.ocelotFrontLeftLeg.render(par7);
097            this.ocelotFrontRightLeg.render(par7);
098            this.ocelotTail.render(par7);
099            this.ocelotTail2.render(par7);
100            GL11.glPopMatrix();
101        }
102        else
103        {
104            this.ocelotHead.render(par7);
105            this.ocelotBody.render(par7);
106            this.ocelotTail.render(par7);
107            this.ocelotTail2.render(par7);
108            this.ocelotBackLeftLeg.render(par7);
109            this.ocelotBackRightLeg.render(par7);
110            this.ocelotFrontLeftLeg.render(par7);
111            this.ocelotFrontRightLeg.render(par7);
112        }
113    }
114
115    /**
116     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
117     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
118     * "far" arms and legs can swing at most.
119     */
120    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
121    {
122        this.ocelotHead.rotateAngleX = par5 / (180F / (float)Math.PI);
123        this.ocelotHead.rotateAngleY = par4 / (180F / (float)Math.PI);
124
125        if (this.field_78163_i != 3)
126        {
127            this.ocelotBody.rotateAngleX = ((float)Math.PI / 2F);
128
129            if (this.field_78163_i == 2)
130            {
131                this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
132                this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + 0.3F) * 1.0F * par2;
133                this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI + 0.3F) * 1.0F * par2;
134                this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
135                this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 10F) * MathHelper.cos(par1) * par2;
136            }
137            else
138            {
139                this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
140                this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
141                this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
142                this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
143
144                if (this.field_78163_i == 1)
145                {
146                    this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 4F) * MathHelper.cos(par1) * par2;
147                }
148                else
149                {
150                    this.ocelotTail2.rotateAngleX = 1.7278761F + 0.47123894F * MathHelper.cos(par1) * par2;
151                }
152            }
153        }
154    }
155
156    /**
157     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
158     * and third as in the setRotationAngles method.
159     */
160    public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
161    {
162        EntityOcelot var5 = (EntityOcelot)par1EntityLiving;
163        this.ocelotBody.rotationPointY = 12.0F;
164        this.ocelotBody.rotationPointZ = -10.0F;
165        this.ocelotHead.rotationPointY = 15.0F;
166        this.ocelotHead.rotationPointZ = -9.0F;
167        this.ocelotTail.rotationPointY = 15.0F;
168        this.ocelotTail.rotationPointZ = 8.0F;
169        this.ocelotTail2.rotationPointY = 20.0F;
170        this.ocelotTail2.rotationPointZ = 14.0F;
171        this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 13.8F;
172        this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -5.0F;
173        this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 18.0F;
174        this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 5.0F;
175        this.ocelotTail.rotateAngleX = 0.9F;
176
177        if (var5.isSneaking())
178        {
179            ++this.ocelotBody.rotationPointY;
180            this.ocelotHead.rotationPointY += 2.0F;
181            ++this.ocelotTail.rotationPointY;
182            this.ocelotTail2.rotationPointY += -4.0F;
183            this.ocelotTail2.rotationPointZ += 2.0F;
184            this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
185            this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
186            this.field_78163_i = 0;
187        }
188        else if (var5.isSprinting())
189        {
190            this.ocelotTail2.rotationPointY = this.ocelotTail.rotationPointY;
191            this.ocelotTail2.rotationPointZ += 2.0F;
192            this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
193            this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
194            this.field_78163_i = 2;
195        }
196        else if (var5.isSitting())
197        {
198            this.ocelotBody.rotateAngleX = ((float)Math.PI / 4F);
199            this.ocelotBody.rotationPointY += -4.0F;
200            this.ocelotBody.rotationPointZ += 5.0F;
201            this.ocelotHead.rotationPointY += -3.3F;
202            ++this.ocelotHead.rotationPointZ;
203            this.ocelotTail.rotationPointY += 8.0F;
204            this.ocelotTail.rotationPointZ += -2.0F;
205            this.ocelotTail2.rotationPointY += 2.0F;
206            this.ocelotTail2.rotationPointZ += -0.8F;
207            this.ocelotTail.rotateAngleX = 1.7278761F;
208            this.ocelotTail2.rotateAngleX = 2.670354F;
209            this.ocelotFrontLeftLeg.rotateAngleX = this.ocelotFrontRightLeg.rotateAngleX = -0.15707964F;
210            this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 15.8F;
211            this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -7.0F;
212            this.ocelotBackLeftLeg.rotateAngleX = this.ocelotBackRightLeg.rotateAngleX = -((float)Math.PI / 2F);
213            this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 21.0F;
214            this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 1.0F;
215            this.field_78163_i = 3;
216        }
217        else
218        {
219            this.field_78163_i = 1;
220        }
221    }
222}