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.util.MathHelper;
007import org.lwjgl.opengl.GL11;
008
009@SideOnly(Side.CLIENT)
010public class ModelBiped extends ModelBase
011{
012    public ModelRenderer bipedHead;
013    public ModelRenderer bipedHeadwear;
014    public ModelRenderer bipedBody;
015    public ModelRenderer bipedRightArm;
016    public ModelRenderer bipedLeftArm;
017    public ModelRenderer bipedRightLeg;
018    public ModelRenderer bipedLeftLeg;
019    public ModelRenderer bipedEars;
020    public ModelRenderer bipedCloak;
021
022    /**
023     * Records whether the model should be rendered holding an item in the left hand, and if that item is a block.
024     */
025    public int heldItemLeft;
026
027    /**
028     * Records whether the model should be rendered holding an item in the right hand, and if that item is a block.
029     */
030    public int heldItemRight;
031    public boolean isSneak;
032
033    /** Records whether the model should be rendered aiming a bow. */
034    public boolean aimedBow;
035
036    public ModelBiped()
037    {
038        this(0.0F);
039    }
040
041    public ModelBiped(float par1)
042    {
043        this(par1, 0.0F, 64, 32);
044    }
045
046    public ModelBiped(float par1, float par2, int par3, int par4)
047    {
048        this.heldItemLeft = 0;
049        this.heldItemRight = 0;
050        this.isSneak = false;
051        this.aimedBow = false;
052        this.textureWidth = par3;
053        this.textureHeight = par4;
054        this.bipedCloak = new ModelRenderer(this, 0, 0);
055        this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, par1);
056        this.bipedEars = new ModelRenderer(this, 24, 0);
057        this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, par1);
058        this.bipedHead = new ModelRenderer(this, 0, 0);
059        this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
060        this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
061        this.bipedHeadwear = new ModelRenderer(this, 32, 0);
062        this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
063        this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
064        this.bipedBody = new ModelRenderer(this, 16, 16);
065        this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
066        this.bipedBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
067        this.bipedRightArm = new ModelRenderer(this, 40, 16);
068        this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, par1);
069        this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + par2, 0.0F);
070        this.bipedLeftArm = new ModelRenderer(this, 40, 16);
071        this.bipedLeftArm.mirror = true;
072        this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, par1);
073        this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + par2, 0.0F);
074        this.bipedRightLeg = new ModelRenderer(this, 0, 16);
075        this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
076        this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F + par2, 0.0F);
077        this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
078        this.bipedLeftLeg.mirror = true;
079        this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
080        this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F + par2, 0.0F);
081    }
082
083    /**
084     * Sets the models various rotation angles then renders the model.
085     */
086    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
087    {
088        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
089
090        if (this.isChild)
091        {
092            float var8 = 2.0F;
093            GL11.glPushMatrix();
094            GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
095            GL11.glTranslatef(0.0F, 16.0F * par7, 0.0F);
096            this.bipedHead.render(par7);
097            GL11.glPopMatrix();
098            GL11.glPushMatrix();
099            GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
100            GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
101            this.bipedBody.render(par7);
102            this.bipedRightArm.render(par7);
103            this.bipedLeftArm.render(par7);
104            this.bipedRightLeg.render(par7);
105            this.bipedLeftLeg.render(par7);
106            this.bipedHeadwear.render(par7);
107            GL11.glPopMatrix();
108        }
109        else
110        {
111            this.bipedHead.render(par7);
112            this.bipedBody.render(par7);
113            this.bipedRightArm.render(par7);
114            this.bipedLeftArm.render(par7);
115            this.bipedRightLeg.render(par7);
116            this.bipedLeftLeg.render(par7);
117            this.bipedHeadwear.render(par7);
118        }
119    }
120
121    /**
122     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
123     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
124     * "far" arms and legs can swing at most.
125     */
126    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
127    {
128        this.bipedHead.rotateAngleY = par4 / (180F / (float)Math.PI);
129        this.bipedHead.rotateAngleX = par5 / (180F / (float)Math.PI);
130        this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
131        this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
132        this.bipedRightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F;
133        this.bipedLeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F;
134        this.bipedRightArm.rotateAngleZ = 0.0F;
135        this.bipedLeftArm.rotateAngleZ = 0.0F;
136        this.bipedRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
137        this.bipedLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
138        this.bipedRightLeg.rotateAngleY = 0.0F;
139        this.bipedLeftLeg.rotateAngleY = 0.0F;
140
141        if (this.isRiding)
142        {
143            this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F);
144            this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F);
145            this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
146            this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
147            this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F);
148            this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F);
149        }
150
151        if (this.heldItemLeft != 0)
152        {
153            this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
154        }
155
156        if (this.heldItemRight != 0)
157        {
158            this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
159        }
160
161        this.bipedRightArm.rotateAngleY = 0.0F;
162        this.bipedLeftArm.rotateAngleY = 0.0F;
163        float var8;
164        float var9;
165
166        if (this.onGround > -9990.0F)
167        {
168            var8 = this.onGround;
169            this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(var8) * (float)Math.PI * 2.0F) * 0.2F;
170            this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
171            this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
172            this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
173            this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
174            this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY;
175            this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY;
176            this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY;
177            var8 = 1.0F - this.onGround;
178            var8 *= var8;
179            var8 *= var8;
180            var8 = 1.0F - var8;
181            var9 = MathHelper.sin(var8 * (float)Math.PI);
182            float var10 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F;
183            this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)var9 * 1.2D + (double)var10));
184            this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
185            this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F;
186        }
187
188        if (this.isSneak)
189        {
190            this.bipedBody.rotateAngleX = 0.5F;
191            this.bipedRightArm.rotateAngleX += 0.4F;
192            this.bipedLeftArm.rotateAngleX += 0.4F;
193            this.bipedRightLeg.rotationPointZ = 4.0F;
194            this.bipedLeftLeg.rotationPointZ = 4.0F;
195            this.bipedRightLeg.rotationPointY = 9.0F;
196            this.bipedLeftLeg.rotationPointY = 9.0F;
197            this.bipedHead.rotationPointY = 1.0F;
198            this.bipedHeadwear.rotationPointY = 1.0F;
199        }
200        else
201        {
202            this.bipedBody.rotateAngleX = 0.0F;
203            this.bipedRightLeg.rotationPointZ = 0.1F;
204            this.bipedLeftLeg.rotationPointZ = 0.1F;
205            this.bipedRightLeg.rotationPointY = 12.0F;
206            this.bipedLeftLeg.rotationPointY = 12.0F;
207            this.bipedHead.rotationPointY = 0.0F;
208            this.bipedHeadwear.rotationPointY = 0.0F;
209        }
210
211        this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
212        this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
213        this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
214        this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
215
216        if (this.aimedBow)
217        {
218            var8 = 0.0F;
219            var9 = 0.0F;
220            this.bipedRightArm.rotateAngleZ = 0.0F;
221            this.bipedLeftArm.rotateAngleZ = 0.0F;
222            this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F) + this.bipedHead.rotateAngleY;
223            this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F + this.bipedHead.rotateAngleY + 0.4F;
224            this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
225            this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
226            this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
227            this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
228            this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
229            this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
230            this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
231            this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
232        }
233    }
234
235    /**
236     * renders the ears (specifically, deadmau5's)
237     */
238    public void renderEars(float par1)
239    {
240        this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY;
241        this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX;
242        this.bipedEars.rotationPointX = 0.0F;
243        this.bipedEars.rotationPointY = 0.0F;
244        this.bipedEars.render(par1);
245    }
246
247    /**
248     * Renders the cloak of the current biped (in most cases, it's a player)
249     */
250    public void renderCloak(float par1)
251    {
252        this.bipedCloak.render(par1);
253    }
254}