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256 lines
12 KiB
Java
256 lines
12 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.entity.EntityLivingBase;
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import net.minecraft.entity.boss.EntityDragon;
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import org.lwjgl.opengl.GL11;
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@SideOnly(Side.CLIENT)
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public class ModelDragon extends ModelBase
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{
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/** The head Model renderer of the dragon */
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private ModelRenderer head;
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/** The spine Model renderer of the dragon */
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private ModelRenderer spine;
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/** The jaw Model renderer of the dragon */
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private ModelRenderer jaw;
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/** The body Model renderer of the dragon */
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private ModelRenderer body;
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/** The rear leg Model renderer of the dragon */
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private ModelRenderer rearLeg;
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/** The front leg Model renderer of the dragon */
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private ModelRenderer frontLeg;
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/** The rear leg tip Model renderer of the dragon */
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private ModelRenderer rearLegTip;
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/** The front leg tip Model renderer of the dragon */
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private ModelRenderer frontLegTip;
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/** The rear foot Model renderer of the dragon */
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private ModelRenderer rearFoot;
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/** The front foot Model renderer of the dragon */
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private ModelRenderer frontFoot;
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/** The wing Model renderer of the dragon */
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private ModelRenderer wing;
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/** The wing tip Model renderer of the dragon */
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private ModelRenderer wingTip;
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private float partialTicks;
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private static final String __OBFID = "CL_00000870";
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public ModelDragon(float p_i1169_1_)
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{
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this.textureWidth = 256;
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this.textureHeight = 256;
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this.setTextureOffset("body.body", 0, 0);
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this.setTextureOffset("wing.skin", -56, 88);
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this.setTextureOffset("wingtip.skin", -56, 144);
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this.setTextureOffset("rearleg.main", 0, 0);
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this.setTextureOffset("rearfoot.main", 112, 0);
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this.setTextureOffset("rearlegtip.main", 196, 0);
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this.setTextureOffset("head.upperhead", 112, 30);
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this.setTextureOffset("wing.bone", 112, 88);
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this.setTextureOffset("head.upperlip", 176, 44);
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this.setTextureOffset("jaw.jaw", 176, 65);
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this.setTextureOffset("frontleg.main", 112, 104);
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this.setTextureOffset("wingtip.bone", 112, 136);
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this.setTextureOffset("frontfoot.main", 144, 104);
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this.setTextureOffset("neck.box", 192, 104);
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this.setTextureOffset("frontlegtip.main", 226, 138);
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this.setTextureOffset("body.scale", 220, 53);
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this.setTextureOffset("head.scale", 0, 0);
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this.setTextureOffset("neck.scale", 48, 0);
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this.setTextureOffset("head.nostril", 112, 0);
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float f1 = -16.0F;
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this.head = new ModelRenderer(this, "head");
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this.head.addBox("upperlip", -6.0F, -1.0F, -8.0F + f1, 12, 5, 16);
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this.head.addBox("upperhead", -8.0F, -8.0F, 6.0F + f1, 16, 16, 16);
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this.head.mirror = true;
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this.head.addBox("scale", -5.0F, -12.0F, 12.0F + f1, 2, 4, 6);
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this.head.addBox("nostril", -5.0F, -3.0F, -6.0F + f1, 2, 2, 4);
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this.head.mirror = false;
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this.head.addBox("scale", 3.0F, -12.0F, 12.0F + f1, 2, 4, 6);
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this.head.addBox("nostril", 3.0F, -3.0F, -6.0F + f1, 2, 2, 4);
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this.jaw = new ModelRenderer(this, "jaw");
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this.jaw.setRotationPoint(0.0F, 4.0F, 8.0F + f1);
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this.jaw.addBox("jaw", -6.0F, 0.0F, -16.0F, 12, 4, 16);
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this.head.addChild(this.jaw);
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this.spine = new ModelRenderer(this, "neck");
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this.spine.addBox("box", -5.0F, -5.0F, -5.0F, 10, 10, 10);
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this.spine.addBox("scale", -1.0F, -9.0F, -3.0F, 2, 4, 6);
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this.body = new ModelRenderer(this, "body");
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this.body.setRotationPoint(0.0F, 4.0F, 8.0F);
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this.body.addBox("body", -12.0F, 0.0F, -16.0F, 24, 24, 64);
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this.body.addBox("scale", -1.0F, -6.0F, -10.0F, 2, 6, 12);
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this.body.addBox("scale", -1.0F, -6.0F, 10.0F, 2, 6, 12);
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this.body.addBox("scale", -1.0F, -6.0F, 30.0F, 2, 6, 12);
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this.wing = new ModelRenderer(this, "wing");
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this.wing.setRotationPoint(-12.0F, 5.0F, 2.0F);
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this.wing.addBox("bone", -56.0F, -4.0F, -4.0F, 56, 8, 8);
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this.wing.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56);
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this.wingTip = new ModelRenderer(this, "wingtip");
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this.wingTip.setRotationPoint(-56.0F, 0.0F, 0.0F);
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this.wingTip.addBox("bone", -56.0F, -2.0F, -2.0F, 56, 4, 4);
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this.wingTip.addBox("skin", -56.0F, 0.0F, 2.0F, 56, 0, 56);
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this.wing.addChild(this.wingTip);
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this.frontLeg = new ModelRenderer(this, "frontleg");
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this.frontLeg.setRotationPoint(-12.0F, 20.0F, 2.0F);
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this.frontLeg.addBox("main", -4.0F, -4.0F, -4.0F, 8, 24, 8);
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this.frontLegTip = new ModelRenderer(this, "frontlegtip");
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this.frontLegTip.setRotationPoint(0.0F, 20.0F, -1.0F);
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this.frontLegTip.addBox("main", -3.0F, -1.0F, -3.0F, 6, 24, 6);
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this.frontLeg.addChild(this.frontLegTip);
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this.frontFoot = new ModelRenderer(this, "frontfoot");
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this.frontFoot.setRotationPoint(0.0F, 23.0F, 0.0F);
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this.frontFoot.addBox("main", -4.0F, 0.0F, -12.0F, 8, 4, 16);
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this.frontLegTip.addChild(this.frontFoot);
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this.rearLeg = new ModelRenderer(this, "rearleg");
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this.rearLeg.setRotationPoint(-16.0F, 16.0F, 42.0F);
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this.rearLeg.addBox("main", -8.0F, -4.0F, -8.0F, 16, 32, 16);
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this.rearLegTip = new ModelRenderer(this, "rearlegtip");
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this.rearLegTip.setRotationPoint(0.0F, 32.0F, -4.0F);
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this.rearLegTip.addBox("main", -6.0F, -2.0F, 0.0F, 12, 32, 12);
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this.rearLeg.addChild(this.rearLegTip);
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this.rearFoot = new ModelRenderer(this, "rearfoot");
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this.rearFoot.setRotationPoint(0.0F, 31.0F, 4.0F);
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this.rearFoot.addBox("main", -9.0F, 0.0F, -20.0F, 18, 6, 24);
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this.rearLegTip.addChild(this.rearFoot);
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}
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/**
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* Used for easily adding entity-dependent animations. The second and third float params here are the same second
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* and third as in the setRotationAngles method.
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*/
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public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_)
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{
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this.partialTicks = p_78086_4_;
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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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GL11.glPushMatrix();
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EntityDragon entitydragon = (EntityDragon)p_78088_1_;
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float f6 = entitydragon.prevAnimTime + (entitydragon.animTime - entitydragon.prevAnimTime) * this.partialTicks;
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this.jaw.rotateAngleX = (float)(Math.sin((double)(f6 * (float)Math.PI * 2.0F)) + 1.0D) * 0.2F;
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float f7 = (float)(Math.sin((double)(f6 * (float)Math.PI * 2.0F - 1.0F)) + 1.0D);
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f7 = (f7 * f7 * 1.0F + f7 * 2.0F) * 0.05F;
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GL11.glTranslatef(0.0F, f7 - 2.0F, -3.0F);
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GL11.glRotatef(f7 * 2.0F, 1.0F, 0.0F, 0.0F);
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float f8 = -30.0F;
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float f10 = 0.0F;
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float f11 = 1.5F;
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double[] adouble = entitydragon.getMovementOffsets(6, this.partialTicks);
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float f12 = this.updateRotations(entitydragon.getMovementOffsets(5, this.partialTicks)[0] - entitydragon.getMovementOffsets(10, this.partialTicks)[0]);
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float f13 = this.updateRotations(entitydragon.getMovementOffsets(5, this.partialTicks)[0] + (double)(f12 / 2.0F));
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f8 += 2.0F;
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float f14 = f6 * (float)Math.PI * 2.0F;
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f8 = 20.0F;
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float f9 = -12.0F;
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float f15;
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for (int i = 0; i < 5; ++i)
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{
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double[] adouble1 = entitydragon.getMovementOffsets(5 - i, this.partialTicks);
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f15 = (float)Math.cos((double)((float)i * 0.45F + f14)) * 0.15F;
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this.spine.rotateAngleY = this.updateRotations(adouble1[0] - adouble[0]) * (float)Math.PI / 180.0F * f11;
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this.spine.rotateAngleX = f15 + (float)(adouble1[1] - adouble[1]) * (float)Math.PI / 180.0F * f11 * 5.0F;
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this.spine.rotateAngleZ = -this.updateRotations(adouble1[0] - (double)f13) * (float)Math.PI / 180.0F * f11;
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this.spine.rotationPointY = f8;
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this.spine.rotationPointZ = f9;
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this.spine.rotationPointX = f10;
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f8 = (float)((double)f8 + Math.sin((double)this.spine.rotateAngleX) * 10.0D);
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f9 = (float)((double)f9 - Math.cos((double)this.spine.rotateAngleY) * Math.cos((double)this.spine.rotateAngleX) * 10.0D);
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f10 = (float)((double)f10 - Math.sin((double)this.spine.rotateAngleY) * Math.cos((double)this.spine.rotateAngleX) * 10.0D);
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this.spine.render(p_78088_7_);
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}
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this.head.rotationPointY = f8;
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this.head.rotationPointZ = f9;
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this.head.rotationPointX = f10;
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double[] adouble2 = entitydragon.getMovementOffsets(0, this.partialTicks);
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this.head.rotateAngleY = this.updateRotations(adouble2[0] - adouble[0]) * (float)Math.PI / 180.0F * 1.0F;
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this.head.rotateAngleZ = -this.updateRotations(adouble2[0] - (double)f13) * (float)Math.PI / 180.0F * 1.0F;
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this.head.render(p_78088_7_);
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GL11.glPushMatrix();
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GL11.glTranslatef(0.0F, 1.0F, 0.0F);
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GL11.glRotatef(-f12 * f11 * 1.0F, 0.0F, 0.0F, 1.0F);
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GL11.glTranslatef(0.0F, -1.0F, 0.0F);
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this.body.rotateAngleZ = 0.0F;
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this.body.render(p_78088_7_);
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for (int j = 0; j < 2; ++j)
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{
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GL11.glEnable(GL11.GL_CULL_FACE);
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f15 = f6 * (float)Math.PI * 2.0F;
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this.wing.rotateAngleX = 0.125F - (float)Math.cos((double)f15) * 0.2F;
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this.wing.rotateAngleY = 0.25F;
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this.wing.rotateAngleZ = (float)(Math.sin((double)f15) + 0.125D) * 0.8F;
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this.wingTip.rotateAngleZ = -((float)(Math.sin((double)(f15 + 2.0F)) + 0.5D)) * 0.75F;
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this.rearLeg.rotateAngleX = 1.0F + f7 * 0.1F;
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this.rearLegTip.rotateAngleX = 0.5F + f7 * 0.1F;
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this.rearFoot.rotateAngleX = 0.75F + f7 * 0.1F;
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this.frontLeg.rotateAngleX = 1.3F + f7 * 0.1F;
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this.frontLegTip.rotateAngleX = -0.5F - f7 * 0.1F;
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this.frontFoot.rotateAngleX = 0.75F + f7 * 0.1F;
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this.wing.render(p_78088_7_);
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this.frontLeg.render(p_78088_7_);
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this.rearLeg.render(p_78088_7_);
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GL11.glScalef(-1.0F, 1.0F, 1.0F);
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if (j == 0)
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{
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GL11.glCullFace(GL11.GL_FRONT);
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}
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}
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GL11.glPopMatrix();
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GL11.glCullFace(GL11.GL_BACK);
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GL11.glDisable(GL11.GL_CULL_FACE);
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float f16 = -((float)Math.sin((double)(f6 * (float)Math.PI * 2.0F))) * 0.0F;
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f14 = f6 * (float)Math.PI * 2.0F;
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f8 = 10.0F;
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f9 = 60.0F;
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f10 = 0.0F;
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adouble = entitydragon.getMovementOffsets(11, this.partialTicks);
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for (int k = 0; k < 12; ++k)
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{
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adouble2 = entitydragon.getMovementOffsets(12 + k, this.partialTicks);
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f16 = (float)((double)f16 + Math.sin((double)((float)k * 0.45F + f14)) * 0.05000000074505806D);
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this.spine.rotateAngleY = (this.updateRotations(adouble2[0] - adouble[0]) * f11 + 180.0F) * (float)Math.PI / 180.0F;
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this.spine.rotateAngleX = f16 + (float)(adouble2[1] - adouble[1]) * (float)Math.PI / 180.0F * f11 * 5.0F;
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this.spine.rotateAngleZ = this.updateRotations(adouble2[0] - (double)f13) * (float)Math.PI / 180.0F * f11;
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this.spine.rotationPointY = f8;
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this.spine.rotationPointZ = f9;
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this.spine.rotationPointX = f10;
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f8 = (float)((double)f8 + Math.sin((double)this.spine.rotateAngleX) * 10.0D);
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f9 = (float)((double)f9 - Math.cos((double)this.spine.rotateAngleY) * Math.cos((double)this.spine.rotateAngleX) * 10.0D);
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f10 = (float)((double)f10 - Math.sin((double)this.spine.rotateAngleY) * Math.cos((double)this.spine.rotateAngleX) * 10.0D);
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this.spine.render(p_78088_7_);
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}
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GL11.glPopMatrix();
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}
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/**
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* Updates the rotations in the parameters for rotations greater than 180 degrees or less than -180 degrees. It adds
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* or subtracts 360 degrees, so that the appearance is the same, although the numbers are then simplified to range -
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* 180 to 180
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*/
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private float updateRotations(double p_78214_1_)
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{
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while (p_78214_1_ >= 180.0D)
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{
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p_78214_1_ -= 360.0D;
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}
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while (p_78214_1_ < -180.0D)
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{
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p_78214_1_ += 360.0D;
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}
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return (float)p_78214_1_;
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}
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} |