    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 ModelChicken extends ModelBase
    011{
    012    public ModelRenderer head;
    013    public ModelRenderer body;
    014    public ModelRenderer rightLeg;
    015    public ModelRenderer leftLeg;
    016    public ModelRenderer rightWing;
    017    public ModelRenderer leftWing;
    018    public ModelRenderer bill;
    019    public ModelRenderer chin;
    020
    021    public ModelChicken()
    022    {
    023        byte var1 = 16;
    024        this.head = new ModelRenderer(this, 0, 0);
    025        this.head.addBox(-2.0F, -6.0F, -2.0F, 4, 6, 3, 0.0F);
    026        this.head.setRotationPoint(0.0F, (float)(-1 + var1), -4.0F);
    027        this.bill = new ModelRenderer(this, 14, 0);
    028        this.bill.addBox(-2.0F, -4.0F, -4.0F, 4, 2, 2, 0.0F);
    029        this.bill.setRotationPoint(0.0F, (float)(-1 + var1), -4.0F);
    030        this.chin = new ModelRenderer(this, 14, 4);
    031        this.chin.addBox(-1.0F, -2.0F, -3.0F, 2, 2, 2, 0.0F);
    032        this.chin.setRotationPoint(0.0F, (float)(-1 + var1), -4.0F);
    033        this.body = new ModelRenderer(this, 0, 9);
    034        this.body.addBox(-3.0F, -4.0F, -3.0F, 6, 8, 6, 0.0F);
    035        this.body.setRotationPoint(0.0F, (float)var1, 0.0F);
    036        this.rightLeg = new ModelRenderer(this, 26, 0);
    037        this.rightLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
    038        this.rightLeg.setRotationPoint(-2.0F, (float)(3 + var1), 1.0F);
    039        this.leftLeg = new ModelRenderer(this, 26, 0);
    040        this.leftLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
    041        this.leftLeg.setRotationPoint(1.0F, (float)(3 + var1), 1.0F);
    042        this.rightWing = new ModelRenderer(this, 24, 13);
    043        this.rightWing.addBox(0.0F, 0.0F, -3.0F, 1, 4, 6);
    044        this.rightWing.setRotationPoint(-4.0F, (float)(-3 + var1), 0.0F);
    045        this.leftWing = new ModelRenderer(this, 24, 13);
    046        this.leftWing.addBox(-1.0F, 0.0F, -3.0F, 1, 4, 6);
    047        this.leftWing.setRotationPoint(4.0F, (float)(-3 + var1), 0.0F);
    048    }
    049
    050    /**
    051     * Sets the models various rotation angles then renders the model.
    052     */
    053    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    054    {
    055        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    056
    057        if (this.isChild)
    058        {
    059            float var8 = 2.0F;
    060            GL11.glPushMatrix();
    061            GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
    062            this.head.render(par7);
    063            this.bill.render(par7);
    064            this.chin.render(par7);
    065            GL11.glPopMatrix();
    066            GL11.glPushMatrix();
    067            GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
    068            GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
    069            this.body.render(par7);
    070            this.rightLeg.render(par7);
    071            this.leftLeg.render(par7);
    072            this.rightWing.render(par7);
    073            this.leftWing.render(par7);
    074            GL11.glPopMatrix();
    075        }
    076        else
    077        {
    078            this.head.render(par7);
    079            this.bill.render(par7);
    080            this.chin.render(par7);
    081            this.body.render(par7);
    082            this.rightLeg.render(par7);
    083            this.leftLeg.render(par7);
    084            this.rightWing.render(par7);
    085            this.leftWing.render(par7);
    086        }
    087    }
    088
    089    /**
    090     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    091     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    092     * "far" arms and legs can swing at most.
    093     */
    094    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    095    {
    096        this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
    097        this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
    098        this.bill.rotateAngleX = this.head.rotateAngleX;
    099        this.bill.rotateAngleY = this.head.rotateAngleY;
    100        this.chin.rotateAngleX = this.head.rotateAngleX;
    101        this.chin.rotateAngleY = this.head.rotateAngleY;
    102        this.body.rotateAngleX = ((float)Math.PI / 2F);
    103        this.rightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
    104        this.leftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
    105        this.rightWing.rotateAngleZ = par3;
    106        this.leftWing.rotateAngleZ = -par3;
    107    }
    108}