    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.util.MathHelper;
    007    import org.lwjgl.opengl.GL11;
    008
    009    @SideOnly(Side.CLIENT)
    010    public class ModelChicken extends ModelBase
    011    {
    012        public ModelRenderer head;
    013        public ModelRenderer body;
    014        public ModelRenderer rightLeg;
    015        public ModelRenderer leftLeg;
    016        public ModelRenderer rightWing;
    017        public ModelRenderer leftWing;
    018        public ModelRenderer bill;
    019        public ModelRenderer chin;
    020
    021        public ModelChicken()
    022        {
    023            byte var1 = 16;
    024            this.head = new ModelRenderer(this, 0, 0);
    025            this.head.addBox(-2.0F, -6.0F, -2.0F, 4, 6, 3, 0.0F);
    026            this.head.setRotationPoint(0.0F, (float)(-1 + var1), -4.0F);
    027            this.bill = new ModelRenderer(this, 14, 0);
    028            this.bill.addBox(-2.0F, -4.0F, -4.0F, 4, 2, 2, 0.0F);
    029            this.bill.setRotationPoint(0.0F, (float)(-1 + var1), -4.0F);
    030            this.chin = new ModelRenderer(this, 14, 4);
    031            this.chin.addBox(-1.0F, -2.0F, -3.0F, 2, 2, 2, 0.0F);
    032            this.chin.setRotationPoint(0.0F, (float)(-1 + var1), -4.0F);
    033            this.body = new ModelRenderer(this, 0, 9);
    034            this.body.addBox(-3.0F, -4.0F, -3.0F, 6, 8, 6, 0.0F);
    035            this.body.setRotationPoint(0.0F, (float)var1, 0.0F);
    036            this.rightLeg = new ModelRenderer(this, 26, 0);
    037            this.rightLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
    038            this.rightLeg.setRotationPoint(-2.0F, (float)(3 + var1), 1.0F);
    039            this.leftLeg = new ModelRenderer(this, 26, 0);
    040            this.leftLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
    041            this.leftLeg.setRotationPoint(1.0F, (float)(3 + var1), 1.0F);
    042            this.rightWing = new ModelRenderer(this, 24, 13);
    043            this.rightWing.addBox(0.0F, 0.0F, -3.0F, 1, 4, 6);
    044            this.rightWing.setRotationPoint(-4.0F, (float)(-3 + var1), 0.0F);
    045            this.leftWing = new ModelRenderer(this, 24, 13);
    046            this.leftWing.addBox(-1.0F, 0.0F, -3.0F, 1, 4, 6);
    047            this.leftWing.setRotationPoint(4.0F, (float)(-3 + var1), 0.0F);
    048        }
    049
    050        /**
    051         * Sets the models various rotation angles then renders the model.
    052         */
    053        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    054        {
    055            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    056
    057            if (this.isChild)
    058            {
    059                float var8 = 2.0F;
    060                GL11.glPushMatrix();
    061                GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
    062                this.head.render(par7);
    063                this.bill.render(par7);
    064                this.chin.render(par7);
    065                GL11.glPopMatrix();
    066                GL11.glPushMatrix();
    067                GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
    068                GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
    069                this.body.render(par7);
    070                this.rightLeg.render(par7);
    071                this.leftLeg.render(par7);
    072                this.rightWing.render(par7);
    073                this.leftWing.render(par7);
    074                GL11.glPopMatrix();
    075            }
    076            else
    077            {
    078                this.head.render(par7);
    079                this.bill.render(par7);
    080                this.chin.render(par7);
    081                this.body.render(par7);
    082                this.rightLeg.render(par7);
    083                this.leftLeg.render(par7);
    084                this.rightWing.render(par7);
    085                this.leftWing.render(par7);
    086            }
    087        }
    088
    089        /**
    090         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    091         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    092         * "far" arms and legs can swing at most.
    093         */
    094        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    095        {
    096            this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
    097            this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
    098            this.bill.rotateAngleX = this.head.rotateAngleX;
    099            this.bill.rotateAngleY = this.head.rotateAngleY;
    100            this.chin.rotateAngleX = this.head.rotateAngleX;
    101            this.chin.rotateAngleY = this.head.rotateAngleY;
    102            this.body.rotateAngleX = ((float)Math.PI / 2F);
    103            this.rightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
    104            this.leftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
    105            this.rightWing.rotateAngleZ = par3;
    106            this.leftWing.rotateAngleZ = -par3;
    107        }
    108    }