001 package net.minecraft.client.model;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.entity.Entity;
006 import net.minecraft.entity.EntityLiving;
007 import net.minecraft.entity.passive.EntityOcelot;
008 import net.minecraft.util.MathHelper;
009 import org.lwjgl.opengl.GL11;
010
011 @SideOnly(Side.CLIENT)
012 public class ModelOcelot extends ModelBase
013 {
014 /** The back left leg model for the Ocelot. */
015 ModelRenderer ocelotBackLeftLeg;
016
017 /** The back right leg model for the Ocelot. */
018 ModelRenderer ocelotBackRightLeg;
019
020 /** The front left leg model for the Ocelot. */
021 ModelRenderer ocelotFrontLeftLeg;
022
023 /** The front right leg model for the Ocelot. */
024 ModelRenderer ocelotFrontRightLeg;
025
026 /** The tail model for the Ocelot. */
027 ModelRenderer ocelotTail;
028
029 /** The second part of tail model for the Ocelot. */
030 ModelRenderer ocelotTail2;
031
032 /** The head model for the Ocelot. */
033 ModelRenderer ocelotHead;
034
035 /** The body model for the Ocelot. */
036 ModelRenderer ocelotBody;
037 int field_78163_i = 1;
038
039 public ModelOcelot()
040 {
041 this.setTextureOffset("head.main", 0, 0);
042 this.setTextureOffset("head.nose", 0, 24);
043 this.setTextureOffset("head.ear1", 0, 10);
044 this.setTextureOffset("head.ear2", 6, 10);
045 this.ocelotHead = new ModelRenderer(this, "head");
046 this.ocelotHead.addBox("main", -2.5F, -2.0F, -3.0F, 5, 4, 5);
047 this.ocelotHead.addBox("nose", -1.5F, 0.0F, -4.0F, 3, 2, 2);
048 this.ocelotHead.addBox("ear1", -2.0F, -3.0F, 0.0F, 1, 1, 2);
049 this.ocelotHead.addBox("ear2", 1.0F, -3.0F, 0.0F, 1, 1, 2);
050 this.ocelotHead.setRotationPoint(0.0F, 15.0F, -9.0F);
051 this.ocelotBody = new ModelRenderer(this, 20, 0);
052 this.ocelotBody.addBox(-2.0F, 3.0F, -8.0F, 4, 16, 6, 0.0F);
053 this.ocelotBody.setRotationPoint(0.0F, 12.0F, -10.0F);
054 this.ocelotTail = new ModelRenderer(this, 0, 15);
055 this.ocelotTail.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
056 this.ocelotTail.rotateAngleX = 0.9F;
057 this.ocelotTail.setRotationPoint(0.0F, 15.0F, 8.0F);
058 this.ocelotTail2 = new ModelRenderer(this, 4, 15);
059 this.ocelotTail2.addBox(-0.5F, 0.0F, 0.0F, 1, 8, 1);
060 this.ocelotTail2.setRotationPoint(0.0F, 20.0F, 14.0F);
061 this.ocelotBackLeftLeg = new ModelRenderer(this, 8, 13);
062 this.ocelotBackLeftLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
063 this.ocelotBackLeftLeg.setRotationPoint(1.1F, 18.0F, 5.0F);
064 this.ocelotBackRightLeg = new ModelRenderer(this, 8, 13);
065 this.ocelotBackRightLeg.addBox(-1.0F, 0.0F, 1.0F, 2, 6, 2);
066 this.ocelotBackRightLeg.setRotationPoint(-1.1F, 18.0F, 5.0F);
067 this.ocelotFrontLeftLeg = new ModelRenderer(this, 40, 0);
068 this.ocelotFrontLeftLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
069 this.ocelotFrontLeftLeg.setRotationPoint(1.2F, 13.8F, -5.0F);
070 this.ocelotFrontRightLeg = new ModelRenderer(this, 40, 0);
071 this.ocelotFrontRightLeg.addBox(-1.0F, 0.0F, 0.0F, 2, 10, 2);
072 this.ocelotFrontRightLeg.setRotationPoint(-1.2F, 13.8F, -5.0F);
073 }
074
075 /**
076 * Sets the models various rotation angles then renders the model.
077 */
078 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
079 {
080 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
081
082 if (this.isChild)
083 {
084 float var8 = 2.0F;
085 GL11.glPushMatrix();
086 GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
087 GL11.glTranslatef(0.0F, 10.0F * par7, 4.0F * par7);
088 this.ocelotHead.render(par7);
089 GL11.glPopMatrix();
090 GL11.glPushMatrix();
091 GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
092 GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
093 this.ocelotBody.render(par7);
094 this.ocelotBackLeftLeg.render(par7);
095 this.ocelotBackRightLeg.render(par7);
096 this.ocelotFrontLeftLeg.render(par7);
097 this.ocelotFrontRightLeg.render(par7);
098 this.ocelotTail.render(par7);
099 this.ocelotTail2.render(par7);
100 GL11.glPopMatrix();
101 }
102 else
103 {
104 this.ocelotHead.render(par7);
105 this.ocelotBody.render(par7);
106 this.ocelotTail.render(par7);
107 this.ocelotTail2.render(par7);
108 this.ocelotBackLeftLeg.render(par7);
109 this.ocelotBackRightLeg.render(par7);
110 this.ocelotFrontLeftLeg.render(par7);
111 this.ocelotFrontRightLeg.render(par7);
112 }
113 }
114
115 /**
116 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
117 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
118 * "far" arms and legs can swing at most.
119 */
120 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
121 {
122 this.ocelotHead.rotateAngleX = par5 / (180F / (float)Math.PI);
123 this.ocelotHead.rotateAngleY = par4 / (180F / (float)Math.PI);
124
125 if (this.field_78163_i != 3)
126 {
127 this.ocelotBody.rotateAngleX = ((float)Math.PI / 2F);
128
129 if (this.field_78163_i == 2)
130 {
131 this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
132 this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + 0.3F) * 1.0F * par2;
133 this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI + 0.3F) * 1.0F * par2;
134 this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
135 this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 10F) * MathHelper.cos(par1) * par2;
136 }
137 else
138 {
139 this.ocelotBackLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
140 this.ocelotBackRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
141 this.ocelotFrontLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.0F * par2;
142 this.ocelotFrontRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.0F * par2;
143
144 if (this.field_78163_i == 1)
145 {
146 this.ocelotTail2.rotateAngleX = 1.7278761F + ((float)Math.PI / 4F) * MathHelper.cos(par1) * par2;
147 }
148 else
149 {
150 this.ocelotTail2.rotateAngleX = 1.7278761F + 0.47123894F * MathHelper.cos(par1) * par2;
151 }
152 }
153 }
154 }
155
156 /**
157 * Used for easily adding entity-dependent animations. The second and third float params here are the same second
158 * and third as in the setRotationAngles method.
159 */
160 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
161 {
162 EntityOcelot var5 = (EntityOcelot)par1EntityLiving;
163 this.ocelotBody.rotationPointY = 12.0F;
164 this.ocelotBody.rotationPointZ = -10.0F;
165 this.ocelotHead.rotationPointY = 15.0F;
166 this.ocelotHead.rotationPointZ = -9.0F;
167 this.ocelotTail.rotationPointY = 15.0F;
168 this.ocelotTail.rotationPointZ = 8.0F;
169 this.ocelotTail2.rotationPointY = 20.0F;
170 this.ocelotTail2.rotationPointZ = 14.0F;
171 this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 13.8F;
172 this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -5.0F;
173 this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 18.0F;
174 this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 5.0F;
175 this.ocelotTail.rotateAngleX = 0.9F;
176
177 if (var5.isSneaking())
178 {
179 ++this.ocelotBody.rotationPointY;
180 this.ocelotHead.rotationPointY += 2.0F;
181 ++this.ocelotTail.rotationPointY;
182 this.ocelotTail2.rotationPointY += -4.0F;
183 this.ocelotTail2.rotationPointZ += 2.0F;
184 this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
185 this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
186 this.field_78163_i = 0;
187 }
188 else if (var5.isSprinting())
189 {
190 this.ocelotTail2.rotationPointY = this.ocelotTail.rotationPointY;
191 this.ocelotTail2.rotationPointZ += 2.0F;
192 this.ocelotTail.rotateAngleX = ((float)Math.PI / 2F);
193 this.ocelotTail2.rotateAngleX = ((float)Math.PI / 2F);
194 this.field_78163_i = 2;
195 }
196 else if (var5.isSitting())
197 {
198 this.ocelotBody.rotateAngleX = ((float)Math.PI / 4F);
199 this.ocelotBody.rotationPointY += -4.0F;
200 this.ocelotBody.rotationPointZ += 5.0F;
201 this.ocelotHead.rotationPointY += -3.3F;
202 ++this.ocelotHead.rotationPointZ;
203 this.ocelotTail.rotationPointY += 8.0F;
204 this.ocelotTail.rotationPointZ += -2.0F;
205 this.ocelotTail2.rotationPointY += 2.0F;
206 this.ocelotTail2.rotationPointZ += -0.8F;
207 this.ocelotTail.rotateAngleX = 1.7278761F;
208 this.ocelotTail2.rotateAngleX = 2.670354F;
209 this.ocelotFrontLeftLeg.rotateAngleX = this.ocelotFrontRightLeg.rotateAngleX = -0.15707964F;
210 this.ocelotFrontLeftLeg.rotationPointY = this.ocelotFrontRightLeg.rotationPointY = 15.8F;
211 this.ocelotFrontLeftLeg.rotationPointZ = this.ocelotFrontRightLeg.rotationPointZ = -7.0F;
212 this.ocelotBackLeftLeg.rotateAngleX = this.ocelotBackRightLeg.rotateAngleX = -((float)Math.PI / 2F);
213 this.ocelotBackLeftLeg.rotationPointY = this.ocelotBackRightLeg.rotationPointY = 21.0F;
214 this.ocelotBackLeftLeg.rotationPointZ = this.ocelotBackRightLeg.rotationPointZ = 1.0F;
215 this.field_78163_i = 3;
216 }
217 else
218 {
219 this.field_78163_i = 1;
220 }
221 }
222 }