    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import net.minecraft.entity.Entity;
    006    import net.minecraft.entity.EntityLiving;
    007    import net.minecraft.entity.passive.EntityWolf;
    008    import net.minecraft.util.MathHelper;
    009    import org.lwjgl.opengl.GL11;
    010
    011    @SideOnly(Side.CLIENT)
    012    public class ModelWolf extends ModelBase
    013    {
    014        /** main box for the wolf head */
    015        public ModelRenderer wolfHeadMain;
    016
    017        /** The wolf's body */
    018        public ModelRenderer wolfBody;
    019
    020        /** Wolf'se first leg */
    021        public ModelRenderer wolfLeg1;
    022
    023        /** Wolf's second leg */
    024        public ModelRenderer wolfLeg2;
    025
    026        /** Wolf's third leg */
    027        public ModelRenderer wolfLeg3;
    028
    029        /** Wolf's fourth leg */
    030        public ModelRenderer wolfLeg4;
    031
    032        /** The wolf's tail */
    033        ModelRenderer wolfTail;
    034
    035        /** The wolf's mane */
    036        ModelRenderer wolfMane;
    037
    038        public ModelWolf()
    039        {
    040            float var1 = 0.0F;
    041            float var2 = 13.5F;
    042            this.wolfHeadMain = new ModelRenderer(this, 0, 0);
    043            this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, var1);
    044            this.wolfHeadMain.setRotationPoint(-1.0F, var2, -7.0F);
    045            this.wolfBody = new ModelRenderer(this, 18, 14);
    046            this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, var1);
    047            this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
    048            this.wolfMane = new ModelRenderer(this, 21, 0);
    049            this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, var1);
    050            this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F);
    051            this.wolfLeg1 = new ModelRenderer(this, 0, 18);
    052            this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    053            this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
    054            this.wolfLeg2 = new ModelRenderer(this, 0, 18);
    055            this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    056            this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
    057            this.wolfLeg3 = new ModelRenderer(this, 0, 18);
    058            this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    059            this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
    060            this.wolfLeg4 = new ModelRenderer(this, 0, 18);
    061            this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    062            this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
    063            this.wolfTail = new ModelRenderer(this, 9, 18);
    064            this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    065            this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
    066            this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, var1);
    067            this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, var1);
    068            this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, var1);
    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            super.render(par1Entity, par2, par3, par4, par5, par6, par7);
    077            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    078
    079            if (this.isChild)
    080            {
    081                float var8 = 2.0F;
    082                GL11.glPushMatrix();
    083                GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
    084                this.wolfHeadMain.renderWithRotation(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.wolfBody.render(par7);
    090                this.wolfLeg1.render(par7);
    091                this.wolfLeg2.render(par7);
    092                this.wolfLeg3.render(par7);
    093                this.wolfLeg4.render(par7);
    094                this.wolfTail.renderWithRotation(par7);
    095                this.wolfMane.render(par7);
    096                GL11.glPopMatrix();
    097            }
    098            else
    099            {
    100                this.wolfHeadMain.renderWithRotation(par7);
    101                this.wolfBody.render(par7);
    102                this.wolfLeg1.render(par7);
    103                this.wolfLeg2.render(par7);
    104                this.wolfLeg3.render(par7);
    105                this.wolfLeg4.render(par7);
    106                this.wolfTail.renderWithRotation(par7);
    107                this.wolfMane.render(par7);
    108            }
    109        }
    110
    111        /**
    112         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    113         * and third as in the setRotationAngles method.
    114         */
    115        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    116        {
    117            EntityWolf var5 = (EntityWolf)par1EntityLiving;
    118
    119            if (var5.isAngry())
    120            {
    121                this.wolfTail.rotateAngleY = 0.0F;
    122            }
    123            else
    124            {
    125                this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
    126            }
    127
    128            if (var5.isSitting())
    129            {
    130                this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
    131                this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
    132                this.wolfMane.rotateAngleY = 0.0F;
    133                this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
    134                this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
    135                this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
    136                this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
    137                this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
    138                this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
    139                this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
    140                this.wolfLeg3.rotateAngleX = 5.811947F;
    141                this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
    142                this.wolfLeg4.rotateAngleX = 5.811947F;
    143                this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
    144            }
    145            else
    146            {
    147                this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
    148                this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
    149                this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
    150                this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
    151                this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
    152                this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
    153                this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
    154                this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
    155                this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
    156                this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
    157                this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
    158                this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
    159                this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
    160            }
    161
    162            this.wolfHeadMain.rotateAngleZ = var5.getInterestedAngle(par4) + var5.getShakeAngle(par4, 0.0F);
    163            this.wolfMane.rotateAngleZ = var5.getShakeAngle(par4, -0.08F);
    164            this.wolfBody.rotateAngleZ = var5.getShakeAngle(par4, -0.16F);
    165            this.wolfTail.rotateAngleZ = var5.getShakeAngle(par4, -0.2F);
    166        }
    167
    168        /**
    169         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    170         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    171         * "far" arms and legs can swing at most.
    172         */
    173        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    174        {
    175            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    176            this.wolfHeadMain.rotateAngleX = par5 / (180F / (float)Math.PI);
    177            this.wolfHeadMain.rotateAngleY = par4 / (180F / (float)Math.PI);
    178            this.wolfTail.rotateAngleX = par3;
    179        }
    180    }