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Diffstat (limited to 'src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java')
-rw-r--r--src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java168
1 files changed, 168 insertions, 0 deletions
diff --git a/src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java b/src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java
new file mode 100644
index 0000000000..2999cdf2dd
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+++ b/src/main/java/gtPlusPlus/australia/entity/model/ModelDingo.java
@@ -0,0 +1,168 @@
+package gtPlusPlus.australia.entity.model;
+
+import cpw.mods.fml.relauncher.Side;
+import cpw.mods.fml.relauncher.SideOnly;
+import net.minecraft.client.model.ModelBase;
+import net.minecraft.client.model.ModelRenderer;
+import net.minecraft.entity.Entity;
+import net.minecraft.entity.EntityLivingBase;
+import net.minecraft.entity.passive.EntityWolf;
+import net.minecraft.util.MathHelper;
+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);
+ }
+
+ /**
+ * 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_);
+
+ 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_);
+ }
+ }
+
+ /**
+ * 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.isAngry()) {
+ this.dingoTail.rotateAngleY = 0.0F;
+ } else {
+ this.dingoTail.rotateAngleY = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
+ }
+
+ 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_;
+ }
+
+ 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_;
+ }
+
+} \ No newline at end of file