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.EntityWolf;
008import net.minecraft.util.MathHelper;
009import org.lwjgl.opengl.GL11;
010
011@SideOnly(Side.CLIENT)
012public class ModelWolf extends ModelBase
013{
014    /** main box for the wolf head */
015    public ModelRenderer wolfHeadMain;
016
017    /** The wolf's body */
018    public ModelRenderer wolfBody;
019
020    /** Wolf'se first leg */
021    public ModelRenderer wolfLeg1;
022
023    /** Wolf's second leg */
024    public ModelRenderer wolfLeg2;
025
026    /** Wolf's third leg */
027    public ModelRenderer wolfLeg3;
028
029    /** Wolf's fourth leg */
030    public ModelRenderer wolfLeg4;
031
032    /** The wolf's tail */
033    ModelRenderer wolfTail;
034
035    /** The wolf's mane */
036    ModelRenderer wolfMane;
037
038    public ModelWolf()
039    {
040        float var1 = 0.0F;
041        float var2 = 13.5F;
042        this.wolfHeadMain = new ModelRenderer(this, 0, 0);
043        this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, var1);
044        this.wolfHeadMain.setRotationPoint(-1.0F, var2, -7.0F);
045        this.wolfBody = new ModelRenderer(this, 18, 14);
046        this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, var1);
047        this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
048        this.wolfMane = new ModelRenderer(this, 21, 0);
049        this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, var1);
050        this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F);
051        this.wolfLeg1 = new ModelRenderer(this, 0, 18);
052        this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
053        this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
054        this.wolfLeg2 = new ModelRenderer(this, 0, 18);
055        this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
056        this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
057        this.wolfLeg3 = new ModelRenderer(this, 0, 18);
058        this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
059        this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
060        this.wolfLeg4 = new ModelRenderer(this, 0, 18);
061        this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
062        this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
063        this.wolfTail = new ModelRenderer(this, 9, 18);
064        this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
065        this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
066        this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, var1);
067        this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, var1);
068        this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, var1);
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        super.render(par1Entity, par2, par3, par4, par5, par6, par7);
077        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
078
079        if (this.isChild)
080        {
081            float var8 = 2.0F;
082            GL11.glPushMatrix();
083            GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
084            this.wolfHeadMain.renderWithRotation(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.wolfBody.render(par7);
090            this.wolfLeg1.render(par7);
091            this.wolfLeg2.render(par7);
092            this.wolfLeg3.render(par7);
093            this.wolfLeg4.render(par7);
094            this.wolfTail.renderWithRotation(par7);
095            this.wolfMane.render(par7);
096            GL11.glPopMatrix();
097        }
098        else
099        {
100            this.wolfHeadMain.renderWithRotation(par7);
101            this.wolfBody.render(par7);
102            this.wolfLeg1.render(par7);
103            this.wolfLeg2.render(par7);
104            this.wolfLeg3.render(par7);
105            this.wolfLeg4.render(par7);
106            this.wolfTail.renderWithRotation(par7);
107            this.wolfMane.render(par7);
108        }
109    }
110
111    /**
112     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
113     * and third as in the setRotationAngles method.
114     */
115    public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
116    {
117        EntityWolf var5 = (EntityWolf)par1EntityLiving;
118
119        if (var5.isAngry())
120        {
121            this.wolfTail.rotateAngleY = 0.0F;
122        }
123        else
124        {
125            this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
126        }
127
128        if (var5.isSitting())
129        {
130            this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
131            this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
132            this.wolfMane.rotateAngleY = 0.0F;
133            this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
134            this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
135            this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
136            this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
137            this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
138            this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
139            this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
140            this.wolfLeg3.rotateAngleX = 5.811947F;
141            this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
142            this.wolfLeg4.rotateAngleX = 5.811947F;
143            this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
144        }
145        else
146        {
147            this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
148            this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
149            this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
150            this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
151            this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
152            this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
153            this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
154            this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
155            this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
156            this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
157            this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
158            this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
159            this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
160        }
161
162        this.wolfHeadMain.rotateAngleZ = var5.getInterestedAngle(par4) + var5.getShakeAngle(par4, 0.0F);
163        this.wolfMane.rotateAngleZ = var5.getShakeAngle(par4, -0.08F);
164        this.wolfBody.rotateAngleZ = var5.getShakeAngle(par4, -0.16F);
165        this.wolfTail.rotateAngleZ = var5.getShakeAngle(par4, -0.2F);
166    }
167
168    /**
169     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
170     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
171     * "far" arms and legs can swing at most.
172     */
173    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
174    {
175        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
176        this.wolfHeadMain.rotateAngleX = par5 / (180F / (float)Math.PI);
177        this.wolfHeadMain.rotateAngleY = par4 / (180F / (float)Math.PI);
178        this.wolfTail.rotateAngleX = par3;
179    }
180}