    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}