    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import net.minecraft.entity.Entity;
    006    import net.minecraft.util.MathHelper;
    007    import org.lwjgl.opengl.GL11;
    008
    009    @SideOnly(Side.CLIENT)
    010    public 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    }