178 lines
7.7 KiB
Java
Executable file
178 lines
7.7 KiB
Java
Executable file
package client.renderer.model;
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import org.lwjgl.opengl.GL11;
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import common.entity.Entity;
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import common.entity.animal.EntityWolf;
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import common.entity.types.EntityLiving;
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import common.util.ExtMath;
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public class ModelWolf extends ModelBase
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{
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/** main box for the wolf head */
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public ModelRenderer wolfHeadMain;
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/** The wolf's body */
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public ModelRenderer wolfBody;
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/** Wolf'se first leg */
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public ModelRenderer wolfLeg1;
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/** Wolf's second leg */
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public ModelRenderer wolfLeg2;
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/** Wolf's third leg */
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public ModelRenderer wolfLeg3;
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/** Wolf's fourth leg */
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public ModelRenderer wolfLeg4;
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/** The wolf's tail */
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ModelRenderer wolfTail;
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/** The wolf's mane */
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ModelRenderer wolfMane;
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public ModelWolf()
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{
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float f = 0.0F;
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float f1 = 13.5F;
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this.wolfHeadMain = new ModelRenderer(this, 0, 0);
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this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, f);
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this.wolfHeadMain.setRotationPoint(-1.0F, f1, -7.0F);
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this.wolfBody = new ModelRenderer(this, 18, 14);
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this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, f);
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this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
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this.wolfMane = new ModelRenderer(this, 21, 0);
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this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, f);
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this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F);
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this.wolfLeg1 = new ModelRenderer(this, 0, 18);
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this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
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this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
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this.wolfLeg2 = new ModelRenderer(this, 0, 18);
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this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
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this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
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this.wolfLeg3 = new ModelRenderer(this, 0, 18);
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this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
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this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
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this.wolfLeg4 = new ModelRenderer(this, 0, 18);
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this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
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this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
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this.wolfTail = new ModelRenderer(this, 9, 18);
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this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
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this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
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this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, f);
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this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, f);
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this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, f);
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}
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/**
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* Sets the models various rotation angles then renders the model.
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*/
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public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
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{
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super.render(entityIn, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale);
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this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
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if (this.isChild)
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{
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float f = 2.0F;
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GL11.glPushMatrix();
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GL11.glTranslatef(0.0F, 5.0F * scale, 2.0F * scale);
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this.wolfHeadMain.renderWithRotation(scale);
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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GL11.glScalef(1.0F / f, 1.0F / f, 1.0F / f);
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GL11.glTranslatef(0.0F, 24.0F * scale, 0.0F);
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this.wolfBody.render(scale);
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this.wolfLeg1.render(scale);
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this.wolfLeg2.render(scale);
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this.wolfLeg3.render(scale);
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this.wolfLeg4.render(scale);
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this.wolfTail.renderWithRotation(scale);
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this.wolfMane.render(scale);
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GL11.glPopMatrix();
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}
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else
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{
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this.wolfHeadMain.renderWithRotation(scale);
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this.wolfBody.render(scale);
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this.wolfLeg1.render(scale);
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this.wolfLeg2.render(scale);
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this.wolfLeg3.render(scale);
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this.wolfLeg4.render(scale);
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this.wolfTail.renderWithRotation(scale);
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this.wolfMane.render(scale);
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}
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}
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/**
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* Used for easily adding entity-dependent animations. The second and third float params here are the same second
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* and third as in the setRotationAngles method.
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*/
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public void setLivingAnimations(EntityLiving living, float p_78086_2_, float p_78086_3_, float partialTickTime)
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{
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EntityWolf wolf = (EntityWolf)living;
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if (wolf.isAngry())
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{
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this.wolfTail.rotateAngleY = 0.0F;
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}
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else
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{
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this.wolfTail.rotateAngleY = ExtMath.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
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}
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if (wolf.isSitting())
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{
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this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
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this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
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this.wolfMane.rotateAngleY = 0.0F;
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this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
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this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
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this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
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this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
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this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
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this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
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this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
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this.wolfLeg3.rotateAngleX = 5.811947F;
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this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
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this.wolfLeg4.rotateAngleX = 5.811947F;
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this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
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}
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else
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{
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this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
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this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
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this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
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this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
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this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
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this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
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this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
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this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
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this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
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this.wolfLeg1.rotateAngleX = ExtMath.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
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this.wolfLeg2.rotateAngleX = ExtMath.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
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this.wolfLeg3.rotateAngleX = ExtMath.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
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this.wolfLeg4.rotateAngleX = ExtMath.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
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}
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this.wolfHeadMain.rotateAngleZ = wolf.getInterestedAngle(partialTickTime) + wolf.getShakeAngle(partialTickTime, 0.0F);
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this.wolfMane.rotateAngleZ = wolf.getShakeAngle(partialTickTime, -0.08F);
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this.wolfBody.rotateAngleZ = wolf.getShakeAngle(partialTickTime, -0.16F);
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this.wolfTail.rotateAngleZ = wolf.getShakeAngle(partialTickTime, -0.2F);
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}
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/**
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* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
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* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
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* "far" arms and legs can swing at most.
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*/
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public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
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{
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super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
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this.wolfHeadMain.rotateAngleX = headPitch / (180F / (float)Math.PI);
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this.wolfHeadMain.rotateAngleY = netHeadYaw / (180F / (float)Math.PI);
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this.wolfTail.rotateAngleX = ageInTicks;
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}
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}
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