001 package net.minecraft.src;
002
003 import cpw.mods.fml.common.Side;
004 import cpw.mods.fml.common.asm.SideOnly;
005 import org.lwjgl.opengl.GL11;
006
007 @SideOnly(Side.CLIENT)
008 public class ModelQuadruped extends ModelBase
009 {
010 public ModelRenderer head = new ModelRenderer(this, 0, 0);
011 public ModelRenderer body;
012 public ModelRenderer leg1;
013 public ModelRenderer leg2;
014 public ModelRenderer leg3;
015 public ModelRenderer leg4;
016 protected float field_78145_g = 8.0F;
017 protected float field_78151_h = 4.0F;
018
019 public ModelQuadruped(int par1, float par2)
020 {
021 this.head.addBox(-4.0F, -4.0F, -8.0F, 8, 8, 8, par2);
022 this.head.setRotationPoint(0.0F, (float)(18 - par1), -6.0F);
023 this.body = new ModelRenderer(this, 28, 8);
024 this.body.addBox(-5.0F, -10.0F, -7.0F, 10, 16, 8, par2);
025 this.body.setRotationPoint(0.0F, (float)(17 - par1), 2.0F);
026 this.leg1 = new ModelRenderer(this, 0, 16);
027 this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
028 this.leg1.setRotationPoint(-3.0F, (float)(24 - par1), 7.0F);
029 this.leg2 = new ModelRenderer(this, 0, 16);
030 this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
031 this.leg2.setRotationPoint(3.0F, (float)(24 - par1), 7.0F);
032 this.leg3 = new ModelRenderer(this, 0, 16);
033 this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
034 this.leg3.setRotationPoint(-3.0F, (float)(24 - par1), -5.0F);
035 this.leg4 = new ModelRenderer(this, 0, 16);
036 this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
037 this.leg4.setRotationPoint(3.0F, (float)(24 - par1), -5.0F);
038 }
039
040 /**
041 * Sets the models various rotation angles then renders the model.
042 */
043 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
044 {
045 this.setRotationAngles(par2, par3, par4, par5, par6, par7);
046
047 if (this.isChild)
048 {
049 float var8 = 2.0F;
050 GL11.glPushMatrix();
051 GL11.glTranslatef(0.0F, this.field_78145_g * par7, this.field_78151_h * par7);
052 this.head.render(par7);
053 GL11.glPopMatrix();
054 GL11.glPushMatrix();
055 GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
056 GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
057 this.body.render(par7);
058 this.leg1.render(par7);
059 this.leg2.render(par7);
060 this.leg3.render(par7);
061 this.leg4.render(par7);
062 GL11.glPopMatrix();
063 }
064 else
065 {
066 this.head.render(par7);
067 this.body.render(par7);
068 this.leg1.render(par7);
069 this.leg2.render(par7);
070 this.leg3.render(par7);
071 this.leg4.render(par7);
072 }
073 }
074
075 /**
076 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
077 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
078 * "far" arms and legs can swing at most.
079 */
080 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
081 {
082 this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
083 this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
084 this.body.rotateAngleX = ((float)Math.PI / 2F);
085 this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
086 this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
087 this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
088 this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
089 }
090 }