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 ModelWolf extends ModelBase
009 {
010 /** main box for the wolf head */
011 public ModelRenderer wolfHeadMain;
012
013 /** The wolf's body */
014 public ModelRenderer wolfBody;
015
016 /** Wolf'se first leg */
017 public ModelRenderer wolfLeg1;
018
019 /** Wolf's second leg */
020 public ModelRenderer wolfLeg2;
021
022 /** Wolf's third leg */
023 public ModelRenderer wolfLeg3;
024
025 /** Wolf's fourth leg */
026 public ModelRenderer wolfLeg4;
027
028 /** The wolf's tail */
029 ModelRenderer wolfTail;
030
031 /** The wolf's mane */
032 ModelRenderer wolfMane;
033
034 public ModelWolf()
035 {
036 float var1 = 0.0F;
037 float var2 = 13.5F;
038 this.wolfHeadMain = new ModelRenderer(this, 0, 0);
039 this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, var1);
040 this.wolfHeadMain.setRotationPoint(-1.0F, var2, -7.0F);
041 this.wolfBody = new ModelRenderer(this, 18, 14);
042 this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, var1);
043 this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
044 this.wolfMane = new ModelRenderer(this, 21, 0);
045 this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, var1);
046 this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F);
047 this.wolfLeg1 = new ModelRenderer(this, 0, 18);
048 this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
049 this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
050 this.wolfLeg2 = new ModelRenderer(this, 0, 18);
051 this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
052 this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
053 this.wolfLeg3 = new ModelRenderer(this, 0, 18);
054 this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
055 this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
056 this.wolfLeg4 = new ModelRenderer(this, 0, 18);
057 this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
058 this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
059 this.wolfTail = new ModelRenderer(this, 9, 18);
060 this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
061 this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
062 this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, var1);
063 this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, var1);
064 this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, var1);
065 }
066
067 /**
068 * Sets the models various rotation angles then renders the model.
069 */
070 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
071 {
072 super.render(par1Entity, par2, par3, par4, par5, par6, par7);
073 this.setRotationAngles(par2, par3, par4, par5, par6, par7);
074
075 if (this.isChild)
076 {
077 float var8 = 2.0F;
078 GL11.glPushMatrix();
079 GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
080 this.wolfHeadMain.renderWithRotation(par7);
081 GL11.glPopMatrix();
082 GL11.glPushMatrix();
083 GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
084 GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
085 this.wolfBody.render(par7);
086 this.wolfLeg1.render(par7);
087 this.wolfLeg2.render(par7);
088 this.wolfLeg3.render(par7);
089 this.wolfLeg4.render(par7);
090 this.wolfTail.renderWithRotation(par7);
091 this.wolfMane.render(par7);
092 GL11.glPopMatrix();
093 }
094 else
095 {
096 this.wolfHeadMain.renderWithRotation(par7);
097 this.wolfBody.render(par7);
098 this.wolfLeg1.render(par7);
099 this.wolfLeg2.render(par7);
100 this.wolfLeg3.render(par7);
101 this.wolfLeg4.render(par7);
102 this.wolfTail.renderWithRotation(par7);
103 this.wolfMane.render(par7);
104 }
105 }
106
107 /**
108 * Used for easily adding entity-dependent animations. The second and third float params here are the same second
109 * and third as in the setRotationAngles method.
110 */
111 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
112 {
113 EntityWolf var5 = (EntityWolf)par1EntityLiving;
114
115 if (var5.isAngry())
116 {
117 this.wolfTail.rotateAngleY = 0.0F;
118 }
119 else
120 {
121 this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
122 }
123
124 if (var5.isSitting())
125 {
126 this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
127 this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
128 this.wolfMane.rotateAngleY = 0.0F;
129 this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
130 this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
131 this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
132 this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
133 this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
134 this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
135 this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
136 this.wolfLeg3.rotateAngleX = 5.811947F;
137 this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
138 this.wolfLeg4.rotateAngleX = 5.811947F;
139 this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
140 }
141 else
142 {
143 this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
144 this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
145 this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
146 this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
147 this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
148 this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
149 this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
150 this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
151 this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
152 this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
153 this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
154 this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
155 this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
156 }
157
158 this.wolfHeadMain.rotateAngleZ = var5.getInterestedAngle(par4) + var5.getShakeAngle(par4, 0.0F);
159 this.wolfMane.rotateAngleZ = var5.getShakeAngle(par4, -0.08F);
160 this.wolfBody.rotateAngleZ = var5.getShakeAngle(par4, -0.16F);
161 this.wolfTail.rotateAngleZ = var5.getShakeAngle(par4, -0.2F);
162
163 if (var5.getWolfShaking())
164 {
165 float var6 = var5.getBrightness(par4) * var5.getShadingWhileShaking(par4);
166 GL11.glColor3f(var6, var6, var6);
167 }
168 }
169
170 /**
171 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
172 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
173 * "far" arms and legs can swing at most.
174 */
175 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
176 {
177 super.setRotationAngles(par1, par2, par3, par4, par5, par6);
178 this.wolfHeadMain.rotateAngleX = par5 / (180F / (float)Math.PI);
179 this.wolfHeadMain.rotateAngleY = par4 / (180F / (float)Math.PI);
180 this.wolfTail.rotateAngleX = par3;
181 }
182 }