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 ModelDragon extends ModelBase
009    {
010        /** The head Model renderer of the dragon */
011        private ModelRenderer head;
012    
013        /** The neck Model renderer of the dragon */
014        private ModelRenderer neck;
015    
016        /** The jaw Model renderer of the dragon */
017        private ModelRenderer jaw;
018    
019        /** The body Model renderer of the dragon */
020        private ModelRenderer body;
021    
022        /** The rear leg Model renderer of the dragon */
023        private ModelRenderer rearLeg;
024    
025        /** The front leg Model renderer of the dragon */
026        private ModelRenderer frontLeg;
027    
028        /** The rear leg tip Model renderer of the dragon */
029        private ModelRenderer rearLegTip;
030    
031        /** The front leg tip Model renderer of the dragon */
032        private ModelRenderer frontLegTip;
033    
034        /** The rear foot Model renderer of the dragon */
035        private ModelRenderer rearFoot;
036    
037        /** The front foot Model renderer of the dragon */
038        private ModelRenderer frontFoot;
039    
040        /** The wing Model renderer of the dragon */
041        private ModelRenderer wing;
042    
043        /** The wing tip Model renderer of the dragon */
044        private ModelRenderer wingTip;
045        private float partialTicks;
046    
047        public ModelDragon(float par1)
048        {
049            this.textureWidth = 256;
050            this.textureHeight = 256;
051            this.setTextureOffset("body.body", 0, 0);
052            this.setTextureOffset("wing.skin", -56, 88);
053            this.setTextureOffset("wingtip.skin", -56, 144);
054            this.setTextureOffset("rearleg.main", 0, 0);
055            this.setTextureOffset("rearfoot.main", 112, 0);
056            this.setTextureOffset("rearlegtip.main", 196, 0);
057            this.setTextureOffset("head.upperhead", 112, 30);
058            this.setTextureOffset("wing.bone", 112, 88);
059            this.setTextureOffset("head.upperlip", 176, 44);
060            this.setTextureOffset("jaw.jaw", 176, 65);
061            this.setTextureOffset("frontleg.main", 112, 104);
062            this.setTextureOffset("wingtip.bone", 112, 136);
063            this.setTextureOffset("frontfoot.main", 144, 104);
064            this.setTextureOffset("neck.box", 192, 104);
065            this.setTextureOffset("frontlegtip.main", 226, 138);
066            this.setTextureOffset("body.scale", 220, 53);
067            this.setTextureOffset("head.scale", 0, 0);
068            this.setTextureOffset("neck.scale", 48, 0);
069            this.setTextureOffset("head.nostril", 112, 0);
070            float var2 = -16.0F;
071            this.head = new ModelRenderer(this, "head");
072            this.head.addBox("upperlip", -6.0F, -1.0F, -8.0F + var2, 12, 5, 16);
073            this.head.addBox("upperhead", -8.0F, -8.0F, 6.0F + var2, 16, 16, 16);
074            this.head.mirror = true;
075            this.head.addBox("scale", -5.0F, -12.0F, 12.0F + var2, 2, 4, 6);
076            this.head.addBox("nostril", -5.0F, -3.0F, -6.0F + var2, 2, 2, 4);
077            this.head.mirror = false;
078            this.head.addBox("scale", 3.0F, -12.0F, 12.0F + var2, 2, 4, 6);
079            this.head.addBox("nostril", 3.0F, -3.0F, -6.0F + var2, 2, 2, 4);
080            this.jaw = new ModelRenderer(this, "jaw");
081            this.jaw.setRotationPoint(0.0F, 4.0F, 8.0F + var2);
082            this.jaw.addBox("jaw", -6.0F, 0.0F, -16.0F, 12, 4, 16);
083            this.head.addChild(this.jaw);
084            this.neck = new ModelRenderer(this, "neck");
085            this.neck.addBox("box", -5.0F, -5.0F, -5.0F, 10, 10, 10);
086            this.neck.addBox("scale", -1.0F, -9.0F, -3.0F, 2, 4, 6);
087            this.body = new ModelRenderer(this, "body");
088            this.body.setRotationPoint(0.0F, 4.0F, 8.0F);
089            this.body.addBox("body", -12.0F, 0.0F, -16.0F, 24, 24, 64);
090            this.body.addBox("scale", -1.0F, -6.0F, -10.0F, 2, 6, 12);
091            this.body.addBox("scale", -1.0F, -6.0F, 10.0F, 2, 6, 12);
092            this.body.addBox("scale", -1.0F, -6.0F, 30.0F, 2, 6, 12);
093            this.wing = new ModelRenderer(this, "wing");
094            this.wing.setRotationPoint(-12.0F, 5.0F, 2.0F);
095            this.wing.addBox("bone", -56.0F, -4.0F, -4.0F, 56, 8, 8);
096            this.wing.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56);
097            this.wingTip = new ModelRenderer(this, "wingtip");
098            this.wingTip.setRotationPoint(-56.0F, 0.0F, 0.0F);
099            this.wingTip.addBox("bone", -56.0F, -2.0F, -2.0F, 56, 4, 4);
100            this.wingTip.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56);
101            this.wing.addChild(this.wingTip);
102            this.frontLeg = new ModelRenderer(this, "frontleg");
103            this.frontLeg.setRotationPoint(-12.0F, 20.0F, 2.0F);
104            this.frontLeg.addBox("main", -4.0F, -4.0F, -4.0F, 8, 24, 8);
105            this.frontLegTip = new ModelRenderer(this, "frontlegtip");
106            this.frontLegTip.setRotationPoint(0.0F, 20.0F, -1.0F);
107            this.frontLegTip.addBox("main", -3.0F, -1.0F, -3.0F, 6, 24, 6);
108            this.frontLeg.addChild(this.frontLegTip);
109            this.frontFoot = new ModelRenderer(this, "frontfoot");
110            this.frontFoot.setRotationPoint(0.0F, 23.0F, 0.0F);
111            this.frontFoot.addBox("main", -4.0F, 0.0F, -12.0F, 8, 4, 16);
112            this.frontLegTip.addChild(this.frontFoot);
113            this.rearLeg = new ModelRenderer(this, "rearleg");
114            this.rearLeg.setRotationPoint(-16.0F, 16.0F, 42.0F);
115            this.rearLeg.addBox("main", -8.0F, -4.0F, -8.0F, 16, 32, 16);
116            this.rearLegTip = new ModelRenderer(this, "rearlegtip");
117            this.rearLegTip.setRotationPoint(0.0F, 32.0F, -4.0F);
118            this.rearLegTip.addBox("main", -6.0F, -2.0F, 0.0F, 12, 32, 12);
119            this.rearLeg.addChild(this.rearLegTip);
120            this.rearFoot = new ModelRenderer(this, "rearfoot");
121            this.rearFoot.setRotationPoint(0.0F, 31.0F, 4.0F);
122            this.rearFoot.addBox("main", -9.0F, 0.0F, -20.0F, 18, 6, 24);
123            this.rearLegTip.addChild(this.rearFoot);
124        }
125    
126        /**
127         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
128         * and third as in the setRotationAngles method.
129         */
130        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
131        {
132            this.partialTicks = par4;
133        }
134    
135        /**
136         * Sets the models various rotation angles then renders the model.
137         */
138        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
139        {
140            GL11.glPushMatrix();
141            EntityDragon var8 = (EntityDragon)par1Entity;
142            float var9 = var8.prevAnimTime + (var8.animTime - var8.prevAnimTime) * this.partialTicks;
143            this.jaw.rotateAngleX = (float)(Math.sin((double)(var9 * (float)Math.PI * 2.0F)) + 1.0D) * 0.2F;
144            float var10 = (float)(Math.sin((double)(var9 * (float)Math.PI * 2.0F - 1.0F)) + 1.0D);
145            var10 = (var10 * var10 * 1.0F + var10 * 2.0F) * 0.05F;
146            GL11.glTranslatef(0.0F, var10 - 2.0F, -3.0F);
147            GL11.glRotatef(var10 * 2.0F, 1.0F, 0.0F, 0.0F);
148            float var11 = -30.0F;
149            float var13 = 0.0F;
150            float var14 = 1.5F;
151            double[] var15 = var8.getMovementOffsets(6, this.partialTicks);
152            float var16 = this.updateRotations(var8.getMovementOffsets(5, this.partialTicks)[0] - var8.getMovementOffsets(10, this.partialTicks)[0]);
153            float var17 = this.updateRotations(var8.getMovementOffsets(5, this.partialTicks)[0] + (double)(var16 / 2.0F));
154            var11 += 2.0F;
155            float var18 = var9 * (float)Math.PI * 2.0F;
156            var11 = 20.0F;
157            float var12 = -12.0F;
158            float var21;
159    
160            for (int var19 = 0; var19 < 5; ++var19)
161            {
162                double[] var20 = var8.getMovementOffsets(5 - var19, this.partialTicks);
163                var21 = (float)Math.cos((double)((float)var19 * 0.45F + var18)) * 0.15F;
164                this.neck.rotateAngleY = this.updateRotations(var20[0] - var15[0]) * (float)Math.PI / 180.0F * var14;
165                this.neck.rotateAngleX = var21 + (float)(var20[1] - var15[1]) * (float)Math.PI / 180.0F * var14 * 5.0F;
166                this.neck.rotateAngleZ = -this.updateRotations(var20[0] - (double)var17) * (float)Math.PI / 180.0F * var14;
167                this.neck.rotationPointY = var11;
168                this.neck.rotationPointZ = var12;
169                this.neck.rotationPointX = var13;
170                var11 = (float)((double)var11 + Math.sin((double)this.neck.rotateAngleX) * 10.0D);
171                var12 = (float)((double)var12 - Math.cos((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D);
172                var13 = (float)((double)var13 - Math.sin((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D);
173                this.neck.render(par7);
174            }
175    
176            this.head.rotationPointY = var11;
177            this.head.rotationPointZ = var12;
178            this.head.rotationPointX = var13;
179            double[] var23 = var8.getMovementOffsets(0, this.partialTicks);
180            this.head.rotateAngleY = this.updateRotations(var23[0] - var15[0]) * (float)Math.PI / 180.0F * 1.0F;
181            this.head.rotateAngleZ = -this.updateRotations(var23[0] - (double)var17) * (float)Math.PI / 180.0F * 1.0F;
182            this.head.render(par7);
183            GL11.glPushMatrix();
184            GL11.glTranslatef(0.0F, 1.0F, 0.0F);
185            GL11.glRotatef(-var16 * var14 * 1.0F, 0.0F, 0.0F, 1.0F);
186            GL11.glTranslatef(0.0F, -1.0F, 0.0F);
187            this.body.rotateAngleZ = 0.0F;
188            this.body.render(par7);
189    
190            for (int var22 = 0; var22 < 2; ++var22)
191            {
192                GL11.glEnable(GL11.GL_CULL_FACE);
193                var21 = var9 * (float)Math.PI * 2.0F;
194                this.wing.rotateAngleX = 0.125F - (float)Math.cos((double)var21) * 0.2F;
195                this.wing.rotateAngleY = 0.25F;
196                this.wing.rotateAngleZ = (float)(Math.sin((double)var21) + 0.125D) * 0.8F;
197                this.wingTip.rotateAngleZ = -((float)(Math.sin((double)(var21 + 2.0F)) + 0.5D)) * 0.75F;
198                this.rearLeg.rotateAngleX = 1.0F + var10 * 0.1F;
199                this.rearLegTip.rotateAngleX = 0.5F + var10 * 0.1F;
200                this.rearFoot.rotateAngleX = 0.75F + var10 * 0.1F;
201                this.frontLeg.rotateAngleX = 1.3F + var10 * 0.1F;
202                this.frontLegTip.rotateAngleX = -0.5F - var10 * 0.1F;
203                this.frontFoot.rotateAngleX = 0.75F + var10 * 0.1F;
204                this.wing.render(par7);
205                this.frontLeg.render(par7);
206                this.rearLeg.render(par7);
207                GL11.glScalef(-1.0F, 1.0F, 1.0F);
208    
209                if (var22 == 0)
210                {
211                    GL11.glCullFace(GL11.GL_FRONT);
212                }
213            }
214    
215            GL11.glPopMatrix();
216            GL11.glCullFace(GL11.GL_BACK);
217            GL11.glDisable(GL11.GL_CULL_FACE);
218            float var24 = -((float)Math.sin((double)(var9 * (float)Math.PI * 2.0F))) * 0.0F;
219            var18 = var9 * (float)Math.PI * 2.0F;
220            var11 = 10.0F;
221            var12 = 60.0F;
222            var13 = 0.0F;
223            var15 = var8.getMovementOffsets(11, this.partialTicks);
224    
225            for (int var25 = 0; var25 < 12; ++var25)
226            {
227                var23 = var8.getMovementOffsets(12 + var25, this.partialTicks);
228                var24 = (float)((double)var24 + Math.sin((double)((float)var25 * 0.45F + var18)) * 0.05000000074505806D);
229                this.neck.rotateAngleY = (this.updateRotations(var23[0] - var15[0]) * var14 + 180.0F) * (float)Math.PI / 180.0F;
230                this.neck.rotateAngleX = var24 + (float)(var23[1] - var15[1]) * (float)Math.PI / 180.0F * var14 * 5.0F;
231                this.neck.rotateAngleZ = this.updateRotations(var23[0] - (double)var17) * (float)Math.PI / 180.0F * var14;
232                this.neck.rotationPointY = var11;
233                this.neck.rotationPointZ = var12;
234                this.neck.rotationPointX = var13;
235                var11 = (float)((double)var11 + Math.sin((double)this.neck.rotateAngleX) * 10.0D);
236                var12 = (float)((double)var12 - Math.cos((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D);
237                var13 = (float)((double)var13 - Math.sin((double)this.neck.rotateAngleY) * Math.cos((double)this.neck.rotateAngleX) * 10.0D);
238                this.neck.render(par7);
239            }
240    
241            GL11.glPopMatrix();
242        }
243    
244        /**
245         * Updates the rotations in the parameters for rotations greater than 180 degrees or less than -180 degrees. It adds
246         * or subtracts 360 degrees, so that the appearance is the same, although the numbers are then simplified to range
247         * -180 to 180
248         */
249        private float updateRotations(double par1)
250        {
251            while (par1 >= 180.0D)
252            {
253                par1 -= 360.0D;
254            }
255    
256            while (par1 < -180.0D)
257            {
258                par1 += 360.0D;
259            }
260    
261            return (float)par1;
262        }
263    }