    001    package net.minecraft.src;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005
    006    @SideOnly(Side.CLIENT)
    007    public class ModelBiped extends ModelBase
    008    {
    009        public ModelRenderer bipedHead;
    010        public ModelRenderer bipedHeadwear;
    011        public ModelRenderer bipedBody;
    012        public ModelRenderer bipedRightArm;
    013        public ModelRenderer bipedLeftArm;
    014        public ModelRenderer bipedRightLeg;
    015        public ModelRenderer bipedLeftLeg;
    016        public ModelRenderer bipedEars;
    017        public ModelRenderer bipedCloak;
    018
    019        /**
    020         * Records whether the model should be rendered holding an item in the left hand, and if that item is a block.
    021         */
    022        public int heldItemLeft;
    023
    024        /**
    025         * Records whether the model should be rendered holding an item in the right hand, and if that item is a block.
    026         */
    027        public int heldItemRight;
    028        public boolean isSneak;
    029
    030        /** Records whether the model should be rendered aiming a bow. */
    031        public boolean aimedBow;
    032
    033        public ModelBiped()
    034        {
    035            this(0.0F);
    036        }
    037
    038        public ModelBiped(float par1)
    039        {
    040            this(par1, 0.0F);
    041        }
    042
    043        public ModelBiped(float par1, float par2)
    044        {
    045            this.heldItemLeft = 0;
    046            this.heldItemRight = 0;
    047            this.isSneak = false;
    048            this.aimedBow = false;
    049            this.bipedCloak = new ModelRenderer(this, 0, 0);
    050            this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, par1);
    051            this.bipedEars = new ModelRenderer(this, 24, 0);
    052            this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, par1);
    053            this.bipedHead = new ModelRenderer(this, 0, 0);
    054            this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
    055            this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    056            this.bipedHeadwear = new ModelRenderer(this, 32, 0);
    057            this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
    058            this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    059            this.bipedBody = new ModelRenderer(this, 16, 16);
    060            this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
    061            this.bipedBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    062            this.bipedRightArm = new ModelRenderer(this, 40, 16);
    063            this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, par1);
    064            this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + par2, 0.0F);
    065            this.bipedLeftArm = new ModelRenderer(this, 40, 16);
    066            this.bipedLeftArm.mirror = true;
    067            this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, par1);
    068            this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + par2, 0.0F);
    069            this.bipedRightLeg = new ModelRenderer(this, 0, 16);
    070            this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
    071            this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F);
    072            this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
    073            this.bipedLeftLeg.mirror = true;
    074            this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
    075            this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F);
    076        }
    077
    078        /**
    079         * Sets the models various rotation angles then renders the model.
    080         */
    081        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    082        {
    083            this.setRotationAngles(par2, par3, par4, par5, par6, par7);
    084            this.bipedHead.render(par7);
    085            this.bipedBody.render(par7);
    086            this.bipedRightArm.render(par7);
    087            this.bipedLeftArm.render(par7);
    088            this.bipedRightLeg.render(par7);
    089            this.bipedLeftLeg.render(par7);
    090            this.bipedHeadwear.render(par7);
    091        }
    092
    093        /**
    094         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    095         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    096         * "far" arms and legs can swing at most.
    097         */
    098        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
    099        {
    100            this.bipedHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    101            this.bipedHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    102            this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
    103            this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
    104            this.bipedRightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F;
    105            this.bipedLeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F;
    106            this.bipedRightArm.rotateAngleZ = 0.0F;
    107            this.bipedLeftArm.rotateAngleZ = 0.0F;
    108            this.bipedRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
    109            this.bipedLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
    110            this.bipedRightLeg.rotateAngleY = 0.0F;
    111            this.bipedLeftLeg.rotateAngleY = 0.0F;
    112
    113            if (this.isRiding)
    114            {
    115                this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F);
    116                this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F);
    117                this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
    118                this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
    119                this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F);
    120                this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F);
    121            }
    122
    123            if (this.heldItemLeft != 0)
    124            {
    125                this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
    126            }
    127
    128            if (this.heldItemRight != 0)
    129            {
    130                this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
    131            }
    132
    133            this.bipedRightArm.rotateAngleY = 0.0F;
    134            this.bipedLeftArm.rotateAngleY = 0.0F;
    135            float var7;
    136            float var8;
    137
    138            if (this.onGround > -9990.0F)
    139            {
    140                var7 = this.onGround;
    141                this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(var7) * (float)Math.PI * 2.0F) * 0.2F;
    142                this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
    143                this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
    144                this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
    145                this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
    146                this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY;
    147                this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY;
    148                this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY;
    149                var7 = 1.0F - this.onGround;
    150                var7 *= var7;
    151                var7 *= var7;
    152                var7 = 1.0F - var7;
    153                var8 = MathHelper.sin(var7 * (float)Math.PI);
    154                float var9 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F;
    155                this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)var8 * 1.2D + (double)var9));
    156                this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
    157                this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F;
    158            }
    159
    160            if (this.isSneak)
    161            {
    162                this.bipedBody.rotateAngleX = 0.5F;
    163                this.bipedRightArm.rotateAngleX += 0.4F;
    164                this.bipedLeftArm.rotateAngleX += 0.4F;
    165                this.bipedRightLeg.rotationPointZ = 4.0F;
    166                this.bipedLeftLeg.rotationPointZ = 4.0F;
    167                this.bipedRightLeg.rotationPointY = 9.0F;
    168                this.bipedLeftLeg.rotationPointY = 9.0F;
    169                this.bipedHead.rotationPointY = 1.0F;
    170            }
    171            else
    172            {
    173                this.bipedBody.rotateAngleX = 0.0F;
    174                this.bipedRightLeg.rotationPointZ = 0.0F;
    175                this.bipedLeftLeg.rotationPointZ = 0.0F;
    176                this.bipedRightLeg.rotationPointY = 12.0F;
    177                this.bipedLeftLeg.rotationPointY = 12.0F;
    178                this.bipedHead.rotationPointY = 0.0F;
    179            }
    180
    181            this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
    182            this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
    183            this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
    184            this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
    185
    186            if (this.aimedBow)
    187            {
    188                var7 = 0.0F;
    189                var8 = 0.0F;
    190                this.bipedRightArm.rotateAngleZ = 0.0F;
    191                this.bipedLeftArm.rotateAngleZ = 0.0F;
    192                this.bipedRightArm.rotateAngleY = -(0.1F - var7 * 0.6F) + this.bipedHead.rotateAngleY;
    193                this.bipedLeftArm.rotateAngleY = 0.1F - var7 * 0.6F + this.bipedHead.rotateAngleY + 0.4F;
    194                this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
    195                this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
    196                this.bipedRightArm.rotateAngleX -= var7 * 1.2F - var8 * 0.4F;
    197                this.bipedLeftArm.rotateAngleX -= var7 * 1.2F - var8 * 0.4F;
    198                this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
    199                this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
    200                this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
    201                this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
    202            }
    203        }
    204
    205        /**
    206         * renders the ears (specifically, deadmau5's)
    207         */
    208        public void renderEars(float par1)
    209        {
    210            this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY;
    211            this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX;
    212            this.bipedEars.rotationPointX = 0.0F;
    213            this.bipedEars.rotationPointY = 0.0F;
    214            this.bipedEars.render(par1);
    215        }
    216
    217        /**
    218         * Renders the cloak of the current biped (in most cases, it's a player)
    219         */
    220        public void renderCloak(float par1)
    221        {
    222            this.bipedCloak.render(par1);
    223        }
    224    }