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_; } }