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 ModelBiped extends ModelBase
009 {
010 public ModelRenderer bipedHead;
011 public ModelRenderer bipedHeadwear;
012 public ModelRenderer bipedBody;
013 public ModelRenderer bipedRightArm;
014 public ModelRenderer bipedLeftArm;
015 public ModelRenderer bipedRightLeg;
016 public ModelRenderer bipedLeftLeg;
017 public ModelRenderer bipedEars;
018 public ModelRenderer bipedCloak;
019
020 /**
021 * Records whether the model should be rendered holding an item in the left hand, and if that item is a block.
022 */
023 public int heldItemLeft;
024
025 /**
026 * Records whether the model should be rendered holding an item in the right hand, and if that item is a block.
027 */
028 public int heldItemRight;
029 public boolean isSneak;
030
031 /** Records whether the model should be rendered aiming a bow. */
032 public boolean aimedBow;
033
034 public ModelBiped()
035 {
036 this(0.0F);
037 }
038
039 public ModelBiped(float par1)
040 {
041 this(par1, 0.0F, 64, 32);
042 }
043
044 public ModelBiped(float par1, float par2, int par3, int par4)
045 {
046 this.heldItemLeft = 0;
047 this.heldItemRight = 0;
048 this.isSneak = false;
049 this.aimedBow = false;
050 this.textureWidth = par3;
051 this.textureHeight = par4;
052 this.bipedCloak = new ModelRenderer(this, 0, 0);
053 this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, par1);
054 this.bipedEars = new ModelRenderer(this, 24, 0);
055 this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, par1);
056 this.bipedHead = new ModelRenderer(this, 0, 0);
057 this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
058 this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
059 this.bipedHeadwear = new ModelRenderer(this, 32, 0);
060 this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
061 this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
062 this.bipedBody = new ModelRenderer(this, 16, 16);
063 this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
064 this.bipedBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
065 this.bipedRightArm = new ModelRenderer(this, 40, 16);
066 this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, par1);
067 this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + par2, 0.0F);
068 this.bipedLeftArm = new ModelRenderer(this, 40, 16);
069 this.bipedLeftArm.mirror = true;
070 this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, par1);
071 this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + par2, 0.0F);
072 this.bipedRightLeg = new ModelRenderer(this, 0, 16);
073 this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
074 this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F + par2, 0.0F);
075 this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
076 this.bipedLeftLeg.mirror = true;
077 this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
078 this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F + par2, 0.0F);
079 }
080
081 /**
082 * Sets the models various rotation angles then renders the model.
083 */
084 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
085 {
086 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
087
088 if (this.isChild)
089 {
090 float var8 = 2.0F;
091 GL11.glPushMatrix();
092 GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
093 GL11.glTranslatef(0.0F, 16.0F * par7, 0.0F);
094 this.bipedHead.render(par7);
095 GL11.glPopMatrix();
096 GL11.glPushMatrix();
097 GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
098 GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
099 this.bipedBody.render(par7);
100 this.bipedRightArm.render(par7);
101 this.bipedLeftArm.render(par7);
102 this.bipedRightLeg.render(par7);
103 this.bipedLeftLeg.render(par7);
104 this.bipedHeadwear.render(par7);
105 GL11.glPopMatrix();
106 }
107 else
108 {
109 this.bipedHead.render(par7);
110 this.bipedBody.render(par7);
111 this.bipedRightArm.render(par7);
112 this.bipedLeftArm.render(par7);
113 this.bipedRightLeg.render(par7);
114 this.bipedLeftLeg.render(par7);
115 this.bipedHeadwear.render(par7);
116 }
117 }
118
119 /**
120 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
121 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
122 * "far" arms and legs can swing at most.
123 */
124 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
125 {
126 this.bipedHead.rotateAngleY = par4 / (180F / (float)Math.PI);
127 this.bipedHead.rotateAngleX = par5 / (180F / (float)Math.PI);
128 this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
129 this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
130 this.bipedRightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F;
131 this.bipedLeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F;
132 this.bipedRightArm.rotateAngleZ = 0.0F;
133 this.bipedLeftArm.rotateAngleZ = 0.0F;
134 this.bipedRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
135 this.bipedLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
136 this.bipedRightLeg.rotateAngleY = 0.0F;
137 this.bipedLeftLeg.rotateAngleY = 0.0F;
138
139 if (this.isRiding)
140 {
141 this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F);
142 this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F);
143 this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
144 this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
145 this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F);
146 this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F);
147 }
148
149 if (this.heldItemLeft != 0)
150 {
151 this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
152 }
153
154 if (this.heldItemRight != 0)
155 {
156 this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
157 }
158
159 this.bipedRightArm.rotateAngleY = 0.0F;
160 this.bipedLeftArm.rotateAngleY = 0.0F;
161 float var8;
162 float var9;
163
164 if (this.onGround > -9990.0F)
165 {
166 var8 = this.onGround;
167 this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(var8) * (float)Math.PI * 2.0F) * 0.2F;
168 this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
169 this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
170 this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
171 this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
172 this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY;
173 this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY;
174 this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY;
175 var8 = 1.0F - this.onGround;
176 var8 *= var8;
177 var8 *= var8;
178 var8 = 1.0F - var8;
179 var9 = MathHelper.sin(var8 * (float)Math.PI);
180 float var10 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F;
181 this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)var9 * 1.2D + (double)var10));
182 this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
183 this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F;
184 }
185
186 if (this.isSneak)
187 {
188 this.bipedBody.rotateAngleX = 0.5F;
189 this.bipedRightArm.rotateAngleX += 0.4F;
190 this.bipedLeftArm.rotateAngleX += 0.4F;
191 this.bipedRightLeg.rotationPointZ = 4.0F;
192 this.bipedLeftLeg.rotationPointZ = 4.0F;
193 this.bipedRightLeg.rotationPointY = 9.0F;
194 this.bipedLeftLeg.rotationPointY = 9.0F;
195 this.bipedHead.rotationPointY = 1.0F;
196 this.bipedHeadwear.rotationPointY = 1.0F;
197 }
198 else
199 {
200 this.bipedBody.rotateAngleX = 0.0F;
201 this.bipedRightLeg.rotationPointZ = 0.1F;
202 this.bipedLeftLeg.rotationPointZ = 0.1F;
203 this.bipedRightLeg.rotationPointY = 12.0F;
204 this.bipedLeftLeg.rotationPointY = 12.0F;
205 this.bipedHead.rotationPointY = 0.0F;
206 this.bipedHeadwear.rotationPointY = 0.0F;
207 }
208
209 this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
210 this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
211 this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
212 this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
213
214 if (this.aimedBow)
215 {
216 var8 = 0.0F;
217 var9 = 0.0F;
218 this.bipedRightArm.rotateAngleZ = 0.0F;
219 this.bipedLeftArm.rotateAngleZ = 0.0F;
220 this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F) + this.bipedHead.rotateAngleY;
221 this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F + this.bipedHead.rotateAngleY + 0.4F;
222 this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
223 this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
224 this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
225 this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
226 this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
227 this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
228 this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
229 this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
230 }
231 }
232
233 /**
234 * renders the ears (specifically, deadmau5's)
235 */
236 public void renderEars(float par1)
237 {
238 this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY;
239 this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX;
240 this.bipedEars.rotationPointX = 0.0F;
241 this.bipedEars.rotationPointY = 0.0F;
242 this.bipedEars.render(par1);
243 }
244
245 /**
246 * Renders the cloak of the current biped (in most cases, it's a player)
247 */
248 public void renderCloak(float par1)
249 {
250 this.bipedCloak.render(par1);
251 }
252 }