    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.relauncher.Side;
    004    import cpw.mods.fml.relauncher.SideOnly;
    005    import net.minecraft.entity.Entity;
    006    import net.minecraft.entity.EntityLiving;
    007    import net.minecraft.entity.passive.EntityOcelot;
    008    import net.minecraft.util.MathHelper;
    009    import org.lwjgl.opengl.GL11;
    010
    011    @SideOnly(Side.CLIENT)
    012    public class ModelOcelot extends ModelBase
    013    {
    014        /** The back left leg model for the Ocelot. */
    015        ModelRenderer ocelotBackLeftLeg;
    016
    017        /** The back right leg model for the Ocelot. */
    018        ModelRenderer ocelotBackRightLeg;
    019
    020        /** The front left leg model for the Ocelot. */
    021        ModelRenderer ocelotFrontLeftLeg;
    022
    023        /** The front right leg model for the Ocelot. */
    024        ModelRenderer ocelotFrontRightLeg;
    025
    026        /** The tail model for the Ocelot. */
    027        ModelRenderer ocelotTail;
    028
    029        /** The second part of tail model for the Ocelot. */
    030        ModelRenderer ocelotTail2;
    031
    032        /** The head model for the Ocelot. */
    033        ModelRenderer ocelotHead;
    034
    035        /** The body model for the Ocelot. */
    036        ModelRenderer ocelotBody;
    037        int field_78163_i = 1;
    038
    039        public ModelOcelot()
    040        {
    041            this.setTextureOffset("head.main", 0, 0);
    042            this.setTextureOffset("head.nose", 0, 24);
    043            this.setTextureOffset("head.ear1", 0, 10);
    044            this.setTextureOffset("head.ear2", 6, 10);
    045            this.ocelotHead = new ModelRenderer(this, "head");
    046            this.ocelotHead.addBox("main", -2.5F, -2.0F, -3.0F, 5, 4, 5);
    047            this.ocelotHead.addBox("nose", -1.5F, 0.0F, -4.0F, 3, 2, 2);
    048            this.ocelotHead.addBox("ear1", -2.0F, -3.0F, 0.0F, 1, 1, 2);
    049            this.ocelotHead.addBox("ear2", 1.0F, -3.0F, 0.0F, 1, 1, 2);
    050            this.ocelotHead.setRotationPoint(0.0F, 15.0F, -9.0F);
    051            this.ocelotBody = new ModelRenderer(this, 20, 0);
    052            this.ocelotBody.addBox(-2.0F, 3.0F, -8.0F, 4, 16, 6, 0.0F);
    053            this.ocelotBody.setRotationPoint(0.0F, 12.0F, -10.0F);
    054            this.ocelotTail = new ModelRenderer(this, 0, 15);
    055            this.ocelotTail.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
    056            this.ocelotTail.rotateAngleX = 0.9F;
    057            this.ocelotTail.setRotationPoint(0.0F, 15.0F, 8.0F);
    058            this.ocelotTail2 = new ModelRenderer(this, 4, 15);
    059            this.ocelotTail2.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
    060            this.ocelotTail2.setRotationPoint(0.0F, 20.0F, 14.0F);
    061            this.ocelotBackLeftLeg = new ModelRenderer(this, 8, 13);
    062            this.ocelotBackLeftLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
    063            this.ocelotBackLeftLeg.setRotationPoint(1.1F, 18.0F, 5.0F);
    064            this.ocelotBackRightLeg = new ModelRenderer(this, 8, 13);
    065            this.ocelotBackRightLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
    066            this.ocelotBackRightLeg.setRotationPoint(-1.1F, 18.0F, 5.0F);
    067            this.ocelotFrontLeftLeg = new ModelRenderer(this, 40, 0);
    068            this.ocelotFrontLeftLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
    069            this.ocelotFrontLeftLeg.setRotationPoint(1.2F, 13.8F, -5.0F);
    070            this.ocelotFrontRightLeg = new ModelRenderer(this, 40, 0);
    071            this.ocelotFrontRightLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
    072            this.ocelotFrontRightLeg.setRotationPoint(-1.2F, 13.8F, -5.0F);
    073        }
    074
    075        /**
    076         * Sets the models various rotation angles then renders the model.
    077         */
    078        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    079        {
    080            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    081
    082            if (this.isChild)
    083            {
    084                float var8 = 2.0F;
    085                GL11.glPushMatrix();
    086                GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
    087                GL11.glTranslatef(0.0F, 10.0F * par7, 4.0F * par7);
    088                this.ocelotHead.render(par7);
    089                GL11.glPopMatrix();
    090                GL11.glPushMatrix();
    091                GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
    092                GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
    093                this.ocelotBody.render(par7);
    094                this.ocelotBackLeftLeg.render(par7);
    095                this.ocelotBackRightLeg.render(par7);
    096                this.ocelotFrontLeftLeg.render(par7);
    097                this.ocelotFrontRightLeg.render(par7);
    098                this.ocelotTail.render(par7);
    099                this.ocelotTail2.render(par7);
    100                GL11.glPopMatrix();
    101            }
    102            else
    103            {
    104                this.ocelotHead.render(par7);
    105                this.ocelotBody.render(par7);
    106                this.ocelotTail.render(par7);
    107                this.ocelotTail2.render(par7);
    108                this.ocelotBackLeftLeg.render(par7);
    109                this.ocelotBackRightLeg.render(par7);
    110                this.ocelotFrontLeftLeg.render(par7);
    111                this.ocelotFrontRightLeg.render(par7);
    112            }
    113        }
    114
    115        /**
    116         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    117         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    118         * "far" arms and legs can swing at most.
    119         */
    120        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    121        {
    122            this.ocelotHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    123            this.ocelotHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    124
    125            if (this.field_78163_i != 3)
    126            {
    127                this.ocelotBody.rotateAngleX = ((float)Math.PI / 2F);
    128
    129                if (this.field_78163_i == 2)
    130                {
    131                    this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
    132                    this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + 0.3F) * 1.0F * par2;
    133                    this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI + 0.3F) * 1.0F * par2;
    134                    this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
    135                    this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 10F) * MathHelper.cos(par1) * par2;
    136                }
    137                else
    138                {
    139                    this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
    140                    this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
    141                    this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
    142                    this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
    143
    144                    if (this.field_78163_i == 1)
    145                    {
    146                        this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 4F) * MathHelper.cos(par1) * par2;
    147                    }
    148                    else
    149                    {
    150                        this.ocelotTail2.rotateAngleX = 1.7278761F + 0.47123894F * MathHelper.cos(par1) * par2;
    151                    }
    152                }
    153            }
    154        }
    155
    156        /**
    157         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    158         * and third as in the setRotationAngles method.
    159         */
    160        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    161        {
    162            EntityOcelot var5 = (EntityOcelot)par1EntityLiving;
    163            this.ocelotBody.rotationPointY = 12.0F;
    164            this.ocelotBody.rotationPointZ = -10.0F;
    165            this.ocelotHead.rotationPointY = 15.0F;
    166            this.ocelotHead.rotationPointZ = -9.0F;
    167            this.ocelotTail.rotationPointY = 15.0F;
    168            this.ocelotTail.rotationPointZ = 8.0F;
    169            this.ocelotTail2.rotationPointY = 20.0F;
    170            this.ocelotTail2.rotationPointZ = 14.0F;
    171            this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 13.8F;
    172            this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -5.0F;
    173            this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 18.0F;
    174            this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 5.0F;
    175            this.ocelotTail.rotateAngleX = 0.9F;
    176
    177            if (var5.isSneaking())
    178            {
    179                ++this.ocelotBody.rotationPointY;
    180                this.ocelotHead.rotationPointY += 2.0F;
    181                ++this.ocelotTail.rotationPointY;
    182                this.ocelotTail2.rotationPointY += -4.0F;
    183                this.ocelotTail2.rotationPointZ += 2.0F;
    184                this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
    185                this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
    186                this.field_78163_i = 0;
    187            }
    188            else if (var5.isSprinting())
    189            {
    190                this.ocelotTail2.rotationPointY = this.ocelotTail.rotationPointY;
    191                this.ocelotTail2.rotationPointZ += 2.0F;
    192                this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
    193                this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
    194                this.field_78163_i = 2;
    195            }
    196            else if (var5.isSitting())
    197            {
    198                this.ocelotBody.rotateAngleX = ((float)Math.PI / 4F);
    199                this.ocelotBody.rotationPointY += -4.0F;
    200                this.ocelotBody.rotationPointZ += 5.0F;
    201                this.ocelotHead.rotationPointY += -3.3F;
    202                ++this.ocelotHead.rotationPointZ;
    203                this.ocelotTail.rotationPointY += 8.0F;
    204                this.ocelotTail.rotationPointZ += -2.0F;
    205                this.ocelotTail2.rotationPointY += 2.0F;
    206                this.ocelotTail2.rotationPointZ += -0.8F;
    207                this.ocelotTail.rotateAngleX = 1.7278761F;
    208                this.ocelotTail2.rotateAngleX = 2.670354F;
    209                this.ocelotFrontLeftLeg.rotateAngleX = this.ocelotFrontRightLeg.rotateAngleX = -0.15707964F;
    210                this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 15.8F;
    211                this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -7.0F;
    212                this.ocelotBackLeftLeg.rotateAngleX = this.ocelotBackRightLeg.rotateAngleX = -((float)Math.PI / 2F);
    213                this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 21.0F;
    214                this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 1.0F;
    215                this.field_78163_i = 3;
    216            }
    217            else
    218            {
    219                this.field_78163_i = 1;
    220            }
    221        }
    222    }