    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 ModelOcelot extends ModelBase
    009    {
    010        /** The back left leg model for the Ocelot. */
    011        ModelRenderer ocelotBackLeftLeg;
    012
    013        /** The back right leg model for the Ocelot. */
    014        ModelRenderer ocelotBackRightLeg;
    015
    016        /** The front left leg model for the Ocelot. */
    017        ModelRenderer ocelotFrontLeftLeg;
    018
    019        /** The front right leg model for the Ocelot. */
    020        ModelRenderer ocelotFrontRightLeg;
    021
    022        /** The tail model for the Ocelot. */
    023        ModelRenderer ocelotTail;
    024
    025        /** The second part of tail model for the Ocelot. */
    026        ModelRenderer ocelotTail2;
    027
    028        /** The head model for the Ocelot. */
    029        ModelRenderer ocelotHead;
    030
    031        /** The body model for the Ocelot. */
    032        ModelRenderer ocelotBody;
    033        int field_78163_i = 1;
    034
    035        public ModelOcelot()
    036        {
    037            this.setTextureOffset("head.main", 0, 0);
    038            this.setTextureOffset("head.nose", 0, 24);
    039            this.setTextureOffset("head.ear1", 0, 10);
    040            this.setTextureOffset("head.ear2", 6, 10);
    041            this.ocelotHead = new ModelRenderer(this, "head");
    042            this.ocelotHead.addBox("main", -2.5F, -2.0F, -3.0F, 5, 4, 5);
    043            this.ocelotHead.addBox("nose", -1.5F, 0.0F, -4.0F, 3, 2, 2);
    044            this.ocelotHead.addBox("ear1", -2.0F, -3.0F, 0.0F, 1, 1, 2);
    045            this.ocelotHead.addBox("ear2", 1.0F, -3.0F, 0.0F, 1, 1, 2);
    046            this.ocelotHead.setRotationPoint(0.0F, 15.0F, -9.0F);
    047            this.ocelotBody = new ModelRenderer(this, 20, 0);
    048            this.ocelotBody.addBox(-2.0F, 3.0F, -8.0F, 4, 16, 6, 0.0F);
    049            this.ocelotBody.setRotationPoint(0.0F, 12.0F, -10.0F);
    050            this.ocelotTail = new ModelRenderer(this, 0, 15);
    051            this.ocelotTail.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
    052            this.ocelotTail.rotateAngleX = 0.9F;
    053            this.ocelotTail.setRotationPoint(0.0F, 15.0F, 8.0F);
    054            this.ocelotTail2 = new ModelRenderer(this, 4, 15);
    055            this.ocelotTail2.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
    056            this.ocelotTail2.setRotationPoint(0.0F, 20.0F, 14.0F);
    057            this.ocelotBackLeftLeg = new ModelRenderer(this, 8, 13);
    058            this.ocelotBackLeftLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
    059            this.ocelotBackLeftLeg.setRotationPoint(1.1F, 18.0F, 5.0F);
    060            this.ocelotBackRightLeg = new ModelRenderer(this, 8, 13);
    061            this.ocelotBackRightLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
    062            this.ocelotBackRightLeg.setRotationPoint(-1.1F, 18.0F, 5.0F);
    063            this.ocelotFrontLeftLeg = new ModelRenderer(this, 40, 0);
    064            this.ocelotFrontLeftLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
    065            this.ocelotFrontLeftLeg.setRotationPoint(1.2F, 13.8F, -5.0F);
    066            this.ocelotFrontRightLeg = new ModelRenderer(this, 40, 0);
    067            this.ocelotFrontRightLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
    068            this.ocelotFrontRightLeg.setRotationPoint(-1.2F, 13.8F, -5.0F);
    069        }
    070
    071        /**
    072         * Sets the models various rotation angles then renders the model.
    073         */
    074        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    075        {
    076            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    077
    078            if (this.isChild)
    079            {
    080                float var8 = 2.0F;
    081                GL11.glPushMatrix();
    082                GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
    083                GL11.glTranslatef(0.0F, 10.0F * par7, 4.0F * par7);
    084                this.ocelotHead.render(par7);
    085                GL11.glPopMatrix();
    086                GL11.glPushMatrix();
    087                GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
    088                GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
    089                this.ocelotBody.render(par7);
    090                this.ocelotBackLeftLeg.render(par7);
    091                this.ocelotBackRightLeg.render(par7);
    092                this.ocelotFrontLeftLeg.render(par7);
    093                this.ocelotFrontRightLeg.render(par7);
    094                this.ocelotTail.render(par7);
    095                this.ocelotTail2.render(par7);
    096                GL11.glPopMatrix();
    097            }
    098            else
    099            {
    100                this.ocelotHead.render(par7);
    101                this.ocelotBody.render(par7);
    102                this.ocelotTail.render(par7);
    103                this.ocelotTail2.render(par7);
    104                this.ocelotBackLeftLeg.render(par7);
    105                this.ocelotBackRightLeg.render(par7);
    106                this.ocelotFrontLeftLeg.render(par7);
    107                this.ocelotFrontRightLeg.render(par7);
    108            }
    109        }
    110
    111        /**
    112         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    113         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    114         * "far" arms and legs can swing at most.
    115         */
    116        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    117        {
    118            this.ocelotHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    119            this.ocelotHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    120
    121            if (this.field_78163_i != 3)
    122            {
    123                this.ocelotBody.rotateAngleX = ((float)Math.PI / 2F);
    124
    125                if (this.field_78163_i == 2)
    126                {
    127                    this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
    128                    this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + 0.3F) * 1.0F * par2;
    129                    this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI + 0.3F) * 1.0F * par2;
    130                    this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
    131                    this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 10F) * MathHelper.cos(par1) * par2;
    132                }
    133                else
    134                {
    135                    this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
    136                    this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
    137                    this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
    138                    this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
    139
    140                    if (this.field_78163_i == 1)
    141                    {
    142                        this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 4F) * MathHelper.cos(par1) * par2;
    143                    }
    144                    else
    145                    {
    146                        this.ocelotTail2.rotateAngleX = 1.7278761F + 0.47123894F * MathHelper.cos(par1) * par2;
    147                    }
    148                }
    149            }
    150        }
    151
    152        /**
    153         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    154         * and third as in the setRotationAngles method.
    155         */
    156        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    157        {
    158            EntityOcelot var5 = (EntityOcelot)par1EntityLiving;
    159            this.ocelotBody.rotationPointY = 12.0F;
    160            this.ocelotBody.rotationPointZ = -10.0F;
    161            this.ocelotHead.rotationPointY = 15.0F;
    162            this.ocelotHead.rotationPointZ = -9.0F;
    163            this.ocelotTail.rotationPointY = 15.0F;
    164            this.ocelotTail.rotationPointZ = 8.0F;
    165            this.ocelotTail2.rotationPointY = 20.0F;
    166            this.ocelotTail2.rotationPointZ = 14.0F;
    167            this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 13.8F;
    168            this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -5.0F;
    169            this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 18.0F;
    170            this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 5.0F;
    171            this.ocelotTail.rotateAngleX = 0.9F;
    172
    173            if (var5.isSneaking())
    174            {
    175                ++this.ocelotBody.rotationPointY;
    176                this.ocelotHead.rotationPointY += 2.0F;
    177                ++this.ocelotTail.rotationPointY;
    178                this.ocelotTail2.rotationPointY += -4.0F;
    179                this.ocelotTail2.rotationPointZ += 2.0F;
    180                this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
    181                this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
    182                this.field_78163_i = 0;
    183            }
    184            else if (var5.isSprinting())
    185            {
    186                this.ocelotTail2.rotationPointY = this.ocelotTail.rotationPointY;
    187                this.ocelotTail2.rotationPointZ += 2.0F;
    188                this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
    189                this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
    190                this.field_78163_i = 2;
    191            }
    192            else if (var5.isSitting())
    193            {
    194                this.ocelotBody.rotateAngleX = ((float)Math.PI / 4F);
    195                this.ocelotBody.rotationPointY += -4.0F;
    196                this.ocelotBody.rotationPointZ += 5.0F;
    197                this.ocelotHead.rotationPointY += -3.3F;
    198                ++this.ocelotHead.rotationPointZ;
    199                this.ocelotTail.rotationPointY += 8.0F;
    200                this.ocelotTail.rotationPointZ += -2.0F;
    201                this.ocelotTail2.rotationPointY += 2.0F;
    202                this.ocelotTail2.rotationPointZ += -0.8F;
    203                this.ocelotTail.rotateAngleX = 1.7278761F;
    204                this.ocelotTail2.rotateAngleX = 2.670354F;
    205                this.ocelotFrontLeftLeg.rotateAngleX = this.ocelotFrontRightLeg.rotateAngleX = -0.15707964F;
    206                this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 15.8F;
    207                this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -7.0F;
    208                this.ocelotBackLeftLeg.rotateAngleX = this.ocelotBackRightLeg.rotateAngleX = -((float)Math.PI / 2F);
    209                this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 21.0F;
    210                this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 1.0F;
    211                this.field_78163_i = 3;
    212            }
    213            else
    214            {
    215                this.field_78163_i = 1;
    216            }
    217        }
    218    }