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author | Jakub <53441451+kuba6000@users.noreply.github.com> | 2022-08-29 16:04:28 +0200 |
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committer | GitHub <noreply@github.com> | 2022-08-29 16:04:28 +0200 |
commit | 7d1f51a8937e0a86486267437d444696e81e8aa0 (patch) | |
tree | a5b145e7271998f7b4b968a2212ed487e54a92b5 /src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java | |
parent | 5267969156d30b4bb5f4cb2279ebb49db6bd40e2 (diff) | |
download | GT5-Unofficial-7d1f51a8937e0a86486267437d444696e81e8aa0.tar.gz GT5-Unofficial-7d1f51a8937e0a86486267437d444696e81e8aa0.tar.bz2 GT5-Unofficial-7d1f51a8937e0a86486267437d444696e81e8aa0.zip |
Buildscript + Spotless (#318)
* Convert AES.java to readable class
* Buildscript
* Spotless
Diffstat (limited to 'src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java')
-rw-r--r-- | src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java | 303 |
1 files changed, 157 insertions, 146 deletions
diff --git a/src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java b/src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java index 2999cdf2dd..51bce24794 100644 --- a/src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java +++ b/src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java @@ -12,157 +12,168 @@ import org.lwjgl.opengl.GL11; @SideOnly(Side.CLIENT) public class ModelDingo extends ModelBase { - - /** main box for the dingo head */ - public ModelRenderer dingoHeadMain; - /** The dingo's body */ - public ModelRenderer dingoBody; - /** dingo'se first leg */ - public ModelRenderer dingoLeg1; - /** dingo's second leg */ - public ModelRenderer dingoLeg2; - /** dingo's third leg */ - public ModelRenderer dingoLeg3; - /** dingo's fourth leg */ - public ModelRenderer dingoLeg4; - /** The dingo's tail */ - ModelRenderer dingoTail; - /** The dingo's mane */ - ModelRenderer dingoMane; - public ModelDingo() { - float f = 0.0F; - float f1 = 13.5F; - this.dingoHeadMain = new ModelRenderer(this, 0, 0); - this.dingoHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, f); - this.dingoHeadMain.setRotationPoint(-1.0F, f1, -7.0F); - this.dingoBody = new ModelRenderer(this, 18, 14); - this.dingoBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, f); - this.dingoBody.setRotationPoint(0.0F, 14.0F, 2.0F); - this.dingoMane = new ModelRenderer(this, 21, 0); - this.dingoMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, f); - this.dingoMane.setRotationPoint(-1.0F, 14.0F, 2.0F); - this.dingoLeg1 = new ModelRenderer(this, 0, 18); - this.dingoLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); - this.dingoLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); - this.dingoLeg2 = new ModelRenderer(this, 0, 18); - this.dingoLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); - this.dingoLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); - this.dingoLeg3 = new ModelRenderer(this, 0, 18); - this.dingoLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); - this.dingoLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); - this.dingoLeg4 = new ModelRenderer(this, 0, 18); - this.dingoLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); - this.dingoLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); - this.dingoTail = new ModelRenderer(this, 9, 18); - this.dingoTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); - this.dingoTail.setRotationPoint(-1.0F, 12.0F, 8.0F); - this.dingoHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, f); - this.dingoHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, f); - this.dingoHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, f); - } + /** main box for the dingo head */ + public ModelRenderer dingoHeadMain; + /** The dingo's body */ + public ModelRenderer dingoBody; + /** dingo'se first leg */ + public ModelRenderer dingoLeg1; + /** dingo's second leg */ + public ModelRenderer dingoLeg2; + /** dingo's third leg */ + public ModelRenderer dingoLeg3; + /** dingo's fourth leg */ + public ModelRenderer dingoLeg4; + /** The dingo's tail */ + ModelRenderer dingoTail; + /** The dingo's mane */ + ModelRenderer dingoMane; - /** - * Sets the models various rotation angles then renders the model. - */ - public void render(Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, - float p_78088_6_, float p_78088_7_) { - super.render(p_78088_1_, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_); - this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_); + public ModelDingo() { + float f = 0.0F; + float f1 = 13.5F; + this.dingoHeadMain = new ModelRenderer(this, 0, 0); + this.dingoHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, f); + this.dingoHeadMain.setRotationPoint(-1.0F, f1, -7.0F); + this.dingoBody = new ModelRenderer(this, 18, 14); + this.dingoBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, f); + this.dingoBody.setRotationPoint(0.0F, 14.0F, 2.0F); + this.dingoMane = new ModelRenderer(this, 21, 0); + this.dingoMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, f); + this.dingoMane.setRotationPoint(-1.0F, 14.0F, 2.0F); + this.dingoLeg1 = new ModelRenderer(this, 0, 18); + this.dingoLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); + this.dingoLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); + this.dingoLeg2 = new ModelRenderer(this, 0, 18); + this.dingoLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); + this.dingoLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); + this.dingoLeg3 = new ModelRenderer(this, 0, 18); + this.dingoLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); + this.dingoLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); + this.dingoLeg4 = new ModelRenderer(this, 0, 18); + this.dingoLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); + this.dingoLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); + this.dingoTail = new ModelRenderer(this, 9, 18); + this.dingoTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f); + this.dingoTail.setRotationPoint(-1.0F, 12.0F, 8.0F); + this.dingoHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, f); + this.dingoHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, f); + this.dingoHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, f); + } - if (this.isChild) { - float f6 = 2.0F; - GL11.glPushMatrix(); - GL11.glTranslatef(0.0F, 5.0F * p_78088_7_, 2.0F * p_78088_7_); - this.dingoHeadMain.renderWithRotation(p_78088_7_); - GL11.glPopMatrix(); - GL11.glPushMatrix(); - GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6); - GL11.glTranslatef(0.0F, 24.0F * p_78088_7_, 0.0F); - this.dingoBody.render(p_78088_7_); - this.dingoLeg1.render(p_78088_7_); - this.dingoLeg2.render(p_78088_7_); - this.dingoLeg3.render(p_78088_7_); - this.dingoLeg4.render(p_78088_7_); - this.dingoTail.renderWithRotation(p_78088_7_); - this.dingoMane.render(p_78088_7_); - GL11.glPopMatrix(); - } else { - this.dingoHeadMain.renderWithRotation(p_78088_7_); - this.dingoBody.render(p_78088_7_); - this.dingoLeg1.render(p_78088_7_); - this.dingoLeg2.render(p_78088_7_); - this.dingoLeg3.render(p_78088_7_); - this.dingoLeg4.render(p_78088_7_); - this.dingoTail.renderWithRotation(p_78088_7_); - this.dingoMane.render(p_78088_7_); - } - } + /** + * Sets the models various rotation angles then renders the model. + */ + public void render( + Entity p_78088_1_, + float p_78088_2_, + float p_78088_3_, + float p_78088_4_, + float p_78088_5_, + float p_78088_6_, + float p_78088_7_) { + super.render(p_78088_1_, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_); + this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_); - /** - * Used for easily adding entity-dependent animations. The second and third - * float params here are the same second and third as in the setRotationAngles - * method. - */ - public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_) { - EntityWolf entitydingo = (EntityWolf) p_78086_1_; + if (this.isChild) { + float f6 = 2.0F; + GL11.glPushMatrix(); + GL11.glTranslatef(0.0F, 5.0F * p_78088_7_, 2.0F * p_78088_7_); + this.dingoHeadMain.renderWithRotation(p_78088_7_); + GL11.glPopMatrix(); + GL11.glPushMatrix(); + GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6); + GL11.glTranslatef(0.0F, 24.0F * p_78088_7_, 0.0F); + this.dingoBody.render(p_78088_7_); + this.dingoLeg1.render(p_78088_7_); + this.dingoLeg2.render(p_78088_7_); + this.dingoLeg3.render(p_78088_7_); + this.dingoLeg4.render(p_78088_7_); + this.dingoTail.renderWithRotation(p_78088_7_); + this.dingoMane.render(p_78088_7_); + GL11.glPopMatrix(); + } else { + this.dingoHeadMain.renderWithRotation(p_78088_7_); + this.dingoBody.render(p_78088_7_); + this.dingoLeg1.render(p_78088_7_); + this.dingoLeg2.render(p_78088_7_); + this.dingoLeg3.render(p_78088_7_); + this.dingoLeg4.render(p_78088_7_); + this.dingoTail.renderWithRotation(p_78088_7_); + this.dingoMane.render(p_78088_7_); + } + } - if (entitydingo.isAngry()) { - this.dingoTail.rotateAngleY = 0.0F; - } else { - this.dingoTail.rotateAngleY = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_; - } + /** + * Used for easily adding entity-dependent animations. The second and third + * float params here are the same second and third as in the setRotationAngles + * method. + */ + public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_) { + EntityWolf entitydingo = (EntityWolf) p_78086_1_; - if (entitydingo.isSitting()) { - this.dingoMane.setRotationPoint(-1.0F, 16.0F, -3.0F); - this.dingoMane.rotateAngleX = ((float) Math.PI * 2F / 5F); - this.dingoMane.rotateAngleY = 0.0F; - this.dingoBody.setRotationPoint(0.0F, 18.0F, 0.0F); - this.dingoBody.rotateAngleX = ((float) Math.PI / 4F); - this.dingoTail.setRotationPoint(-1.0F, 21.0F, 6.0F); - this.dingoLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F); - this.dingoLeg1.rotateAngleX = ((float) Math.PI * 3F / 2F); - this.dingoLeg2.setRotationPoint(0.5F, 22.0F, 2.0F); - this.dingoLeg2.rotateAngleX = ((float) Math.PI * 3F / 2F); - this.dingoLeg3.rotateAngleX = 5.811947F; - this.dingoLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F); - this.dingoLeg4.rotateAngleX = 5.811947F; - this.dingoLeg4.setRotationPoint(0.51F, 17.0F, -4.0F); - } else { - this.dingoBody.setRotationPoint(0.0F, 14.0F, 2.0F); - this.dingoBody.rotateAngleX = ((float) Math.PI / 2F); - this.dingoMane.setRotationPoint(-1.0F, 14.0F, -3.0F); - this.dingoMane.rotateAngleX = this.dingoBody.rotateAngleX; - this.dingoTail.setRotationPoint(-1.0F, 12.0F, 8.0F); - this.dingoLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); - this.dingoLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); - this.dingoLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); - this.dingoLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); - this.dingoLeg1.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_; - this.dingoLeg2.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float) Math.PI) * 1.4F * p_78086_3_; - this.dingoLeg3.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float) Math.PI) * 1.4F * p_78086_3_; - this.dingoLeg4.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_; - } + if (entitydingo.isAngry()) { + this.dingoTail.rotateAngleY = 0.0F; + } else { + this.dingoTail.rotateAngleY = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_; + } - this.dingoHeadMain.rotateAngleZ = entitydingo.getInterestedAngle(p_78086_4_) - + entitydingo.getShakeAngle(p_78086_4_, 0.0F); - this.dingoMane.rotateAngleZ = entitydingo.getShakeAngle(p_78086_4_, -0.08F); - this.dingoBody.rotateAngleZ = entitydingo.getShakeAngle(p_78086_4_, -0.16F); - this.dingoTail.rotateAngleZ = entitydingo.getShakeAngle(p_78086_4_, -0.2F); - } + if (entitydingo.isSitting()) { + this.dingoMane.setRotationPoint(-1.0F, 16.0F, -3.0F); + this.dingoMane.rotateAngleX = ((float) Math.PI * 2F / 5F); + this.dingoMane.rotateAngleY = 0.0F; + this.dingoBody.setRotationPoint(0.0F, 18.0F, 0.0F); + this.dingoBody.rotateAngleX = ((float) Math.PI / 4F); + this.dingoTail.setRotationPoint(-1.0F, 21.0F, 6.0F); + this.dingoLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F); + this.dingoLeg1.rotateAngleX = ((float) Math.PI * 3F / 2F); + this.dingoLeg2.setRotationPoint(0.5F, 22.0F, 2.0F); + this.dingoLeg2.rotateAngleX = ((float) Math.PI * 3F / 2F); + this.dingoLeg3.rotateAngleX = 5.811947F; + this.dingoLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F); + this.dingoLeg4.rotateAngleX = 5.811947F; + this.dingoLeg4.setRotationPoint(0.51F, 17.0F, -4.0F); + } else { + this.dingoBody.setRotationPoint(0.0F, 14.0F, 2.0F); + this.dingoBody.rotateAngleX = ((float) Math.PI / 2F); + this.dingoMane.setRotationPoint(-1.0F, 14.0F, -3.0F); + this.dingoMane.rotateAngleX = this.dingoBody.rotateAngleX; + this.dingoTail.setRotationPoint(-1.0F, 12.0F, 8.0F); + this.dingoLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F); + this.dingoLeg2.setRotationPoint(0.5F, 16.0F, 7.0F); + this.dingoLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F); + this.dingoLeg4.setRotationPoint(0.5F, 16.0F, -4.0F); + this.dingoLeg1.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_; + this.dingoLeg2.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float) Math.PI) * 1.4F * p_78086_3_; + this.dingoLeg3.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float) Math.PI) * 1.4F * p_78086_3_; + this.dingoLeg4.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_; + } - /** - * Sets the model's various rotation angles. For bipeds, par1 and par2 are used - * for animating the movement of arms and legs, where par1 represents the - * time(so that arms and legs swing back and forth) and par2 represents how - * "far" arms and legs can swing at most. - */ - public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, - float p_78087_5_, float p_78087_6_, Entity p_78087_7_) { - super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, p_78087_7_); - this.dingoHeadMain.rotateAngleX = p_78087_5_ / (180F / (float) Math.PI); - this.dingoHeadMain.rotateAngleY = p_78087_4_ / (180F / (float) Math.PI); - this.dingoTail.rotateAngleX = p_78087_3_; - } - -}
\ No newline at end of file + this.dingoHeadMain.rotateAngleZ = + entitydingo.getInterestedAngle(p_78086_4_) + entitydingo.getShakeAngle(p_78086_4_, 0.0F); + this.dingoMane.rotateAngleZ = entitydingo.getShakeAngle(p_78086_4_, -0.08F); + this.dingoBody.rotateAngleZ = entitydingo.getShakeAngle(p_78086_4_, -0.16F); + this.dingoTail.rotateAngleZ = entitydingo.getShakeAngle(p_78086_4_, -0.2F); + } + + /** + * Sets the model's various rotation angles. For bipeds, par1 and par2 are used + * for animating the movement of arms and legs, where par1 represents the + * time(so that arms and legs swing back and forth) and par2 represents how + * "far" arms and legs can swing at most. + */ + public void setRotationAngles( + float p_78087_1_, + float p_78087_2_, + float p_78087_3_, + float p_78087_4_, + float p_78087_5_, + float p_78087_6_, + Entity p_78087_7_) { + super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, p_78087_7_); + this.dingoHeadMain.rotateAngleX = p_78087_5_ / (180F / (float) Math.PI); + this.dingoHeadMain.rotateAngleY = p_78087_4_ / (180F / (float) Math.PI); + this.dingoTail.rotateAngleX = p_78087_3_; + } +} |