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244 lines
11 KiB
Java
244 lines
11 KiB
Java
package net.minecraft.client.model;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.MathHelper;
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import org.lwjgl.opengl.GL11;
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@SideOnly(Side.CLIENT)
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public class ModelBiped extends ModelBase
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{
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public ModelRenderer bipedHead;
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public ModelRenderer bipedHeadwear;
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public ModelRenderer bipedBody;
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public ModelRenderer bipedRightArm;
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public ModelRenderer bipedLeftArm;
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public ModelRenderer bipedRightLeg;
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public ModelRenderer bipedLeftLeg;
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public ModelRenderer bipedEars;
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public ModelRenderer bipedCloak;
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/** Records whether the model should be rendered holding an item in the left hand, and if that item is a block. */
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public int heldItemLeft;
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/** Records whether the model should be rendered holding an item in the right hand, and if that item is a block. */
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public int heldItemRight;
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public boolean isSneak;
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/** Records whether the model should be rendered aiming a bow. */
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public boolean aimedBow;
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private static final String __OBFID = "CL_00000840";
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public ModelBiped()
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{
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this(0.0F);
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}
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public ModelBiped(float p_i1148_1_)
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{
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this(p_i1148_1_, 0.0F, 64, 32);
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}
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public ModelBiped(float p_i1149_1_, float p_i1149_2_, int p_i1149_3_, int p_i1149_4_)
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{
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this.textureWidth = p_i1149_3_;
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this.textureHeight = p_i1149_4_;
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this.bipedCloak = new ModelRenderer(this, 0, 0);
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this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, p_i1149_1_);
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this.bipedEars = new ModelRenderer(this, 24, 0);
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this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, p_i1149_1_);
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this.bipedHead = new ModelRenderer(this, 0, 0);
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this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, p_i1149_1_);
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this.bipedHead.setRotationPoint(0.0F, 0.0F + p_i1149_2_, 0.0F);
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this.bipedHeadwear = new ModelRenderer(this, 32, 0);
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this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, p_i1149_1_ + 0.5F);
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this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + p_i1149_2_, 0.0F);
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this.bipedBody = new ModelRenderer(this, 16, 16);
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this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, p_i1149_1_);
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this.bipedBody.setRotationPoint(0.0F, 0.0F + p_i1149_2_, 0.0F);
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this.bipedRightArm = new ModelRenderer(this, 40, 16);
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this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, p_i1149_1_);
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this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + p_i1149_2_, 0.0F);
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this.bipedLeftArm = new ModelRenderer(this, 40, 16);
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this.bipedLeftArm.mirror = true;
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this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, p_i1149_1_);
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this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + p_i1149_2_, 0.0F);
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this.bipedRightLeg = new ModelRenderer(this, 0, 16);
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this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, p_i1149_1_);
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this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F + p_i1149_2_, 0.0F);
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this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
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this.bipedLeftLeg.mirror = true;
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this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, p_i1149_1_);
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this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F + p_i1149_2_, 0.0F);
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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 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_)
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{
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this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_);
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if (this.isChild)
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{
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float f6 = 2.0F;
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GL11.glPushMatrix();
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GL11.glScalef(1.5F / f6, 1.5F / f6, 1.5F / f6);
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GL11.glTranslatef(0.0F, 16.0F * p_78088_7_, 0.0F);
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this.bipedHead.render(p_78088_7_);
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6);
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GL11.glTranslatef(0.0F, 24.0F * p_78088_7_, 0.0F);
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this.bipedBody.render(p_78088_7_);
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this.bipedRightArm.render(p_78088_7_);
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this.bipedLeftArm.render(p_78088_7_);
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this.bipedRightLeg.render(p_78088_7_);
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this.bipedLeftLeg.render(p_78088_7_);
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this.bipedHeadwear.render(p_78088_7_);
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GL11.glPopMatrix();
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}
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else
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{
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this.bipedHead.render(p_78088_7_);
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this.bipedBody.render(p_78088_7_);
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this.bipedRightArm.render(p_78088_7_);
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this.bipedLeftArm.render(p_78088_7_);
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this.bipedRightLeg.render(p_78088_7_);
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this.bipedLeftLeg.render(p_78088_7_);
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this.bipedHeadwear.render(p_78088_7_);
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}
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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 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_)
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{
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this.bipedHead.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
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this.bipedHead.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
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this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
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this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
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this.bipedRightArm.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 2.0F * p_78087_2_ * 0.5F;
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this.bipedLeftArm.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 2.0F * p_78087_2_ * 0.5F;
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this.bipedRightArm.rotateAngleZ = 0.0F;
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this.bipedLeftArm.rotateAngleZ = 0.0F;
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this.bipedRightLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
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this.bipedLeftLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
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this.bipedRightLeg.rotateAngleY = 0.0F;
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this.bipedLeftLeg.rotateAngleY = 0.0F;
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if (this.isRiding)
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{
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this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F);
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this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F);
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this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
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this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
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this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F);
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this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F);
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}
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if (this.heldItemLeft != 0)
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{
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this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
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}
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if (this.heldItemRight != 0)
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{
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this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
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}
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this.bipedRightArm.rotateAngleY = 0.0F;
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this.bipedLeftArm.rotateAngleY = 0.0F;
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float f6;
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float f7;
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if (this.onGround > -9990.0F)
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{
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f6 = this.onGround;
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this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(f6) * (float)Math.PI * 2.0F) * 0.2F;
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this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
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this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
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this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
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this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
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this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY;
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this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY;
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this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY;
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f6 = 1.0F - this.onGround;
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f6 *= f6;
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f6 *= f6;
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f6 = 1.0F - f6;
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f7 = MathHelper.sin(f6 * (float)Math.PI);
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float f8 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F;
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this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)f7 * 1.2D + (double)f8));
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this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
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this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F;
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}
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if (this.isSneak)
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{
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this.bipedBody.rotateAngleX = 0.5F;
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this.bipedRightArm.rotateAngleX += 0.4F;
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this.bipedLeftArm.rotateAngleX += 0.4F;
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this.bipedRightLeg.rotationPointZ = 4.0F;
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this.bipedLeftLeg.rotationPointZ = 4.0F;
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this.bipedRightLeg.rotationPointY = 9.0F;
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this.bipedLeftLeg.rotationPointY = 9.0F;
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this.bipedHead.rotationPointY = 1.0F;
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this.bipedHeadwear.rotationPointY = 1.0F;
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}
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else
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{
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this.bipedBody.rotateAngleX = 0.0F;
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this.bipedRightLeg.rotationPointZ = 0.1F;
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this.bipedLeftLeg.rotationPointZ = 0.1F;
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this.bipedRightLeg.rotationPointY = 12.0F;
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this.bipedLeftLeg.rotationPointY = 12.0F;
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this.bipedHead.rotationPointY = 0.0F;
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this.bipedHeadwear.rotationPointY = 0.0F;
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}
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this.bipedRightArm.rotateAngleZ += MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
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this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
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this.bipedRightArm.rotateAngleX += MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
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this.bipedLeftArm.rotateAngleX -= MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
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if (this.aimedBow)
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{
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f6 = 0.0F;
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f7 = 0.0F;
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this.bipedRightArm.rotateAngleZ = 0.0F;
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this.bipedLeftArm.rotateAngleZ = 0.0F;
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this.bipedRightArm.rotateAngleY = -(0.1F - f6 * 0.6F) + this.bipedHead.rotateAngleY;
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this.bipedLeftArm.rotateAngleY = 0.1F - f6 * 0.6F + this.bipedHead.rotateAngleY + 0.4F;
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this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
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this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
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this.bipedRightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
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this.bipedLeftArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
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this.bipedRightArm.rotateAngleZ += MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
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this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(p_78087_3_ * 0.09F) * 0.05F + 0.05F;
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this.bipedRightArm.rotateAngleX += MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
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this.bipedLeftArm.rotateAngleX -= MathHelper.sin(p_78087_3_ * 0.067F) * 0.05F;
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}
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}
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/**
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* renders the ears (specifically, deadmau5's)
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*/
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public void renderEars(float p_78110_1_)
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{
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this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY;
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this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX;
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this.bipedEars.rotationPointX = 0.0F;
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this.bipedEars.rotationPointY = 0.0F;
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this.bipedEars.render(p_78110_1_);
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}
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/**
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* Renders the cloak of the current biped (in most cases, it's a player)
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*/
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public void renderCloak(float p_78111_1_)
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{
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this.bipedCloak.render(p_78111_1_);
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}
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} |