package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class ModelQuadruped extends ModelBase
{
public ModelRenderer head = new ModelRenderer(this, 0, 0);
public ModelRenderer body;
public ModelRenderer leg1;
public ModelRenderer leg2;
public ModelRenderer leg3;
public ModelRenderer leg4;
protected float field_78145_g = 8.0F;
protected float field_78151_h = 4.0F;
private static final String __OBFID = "CL_00000851";
public ModelQuadruped(int p_i1154_1_, float p_i1154_2_)
{
this.head.addBox(-4.0F, -4.0F, -8.0F, 8, 8, 8, p_i1154_2_);
this.head.setRotationPoint(0.0F, (float)(18 - p_i1154_1_), -6.0F);
this.body = new ModelRenderer(this, 28, 8);
this.body.addBox(-5.0F, -10.0F, -7.0F, 10, 16, 8, p_i1154_2_);
this.body.setRotationPoint(0.0F, (float)(17 - p_i1154_1_), 2.0F);
this.leg1 = new ModelRenderer(this, 0, 16);
this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
this.leg1.setRotationPoint(-3.0F, (float)(24 - p_i1154_1_), 7.0F);
this.leg2 = new ModelRenderer(this, 0, 16);
this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
this.leg2.setRotationPoint(3.0F, (float)(24 - p_i1154_1_), 7.0F);
this.leg3 = new ModelRenderer(this, 0, 16);
this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
this.leg3.setRotationPoint(-3.0F, (float)(24 - p_i1154_1_), -5.0F);
this.leg4 = new ModelRenderer(this, 0, 16);
this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
this.leg4.setRotationPoint(3.0F, (float)(24 - p_i1154_1_), -5.0F);
}
/**
* 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_)
{
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, this.field_78145_g * p_78088_7_, this.field_78151_h * p_78088_7_);
this.head.render(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.body.render(p_78088_7_);
this.leg1.render(p_78088_7_);
this.leg2.render(p_78088_7_);
this.leg3.render(p_78088_7_);
this.leg4.render(p_78088_7_);
GL11.glPopMatrix();
}
else
{
this.head.render(p_78088_7_);
this.body.render(p_78088_7_);
this.leg1.render(p_78088_7_);
this.leg2.render(p_78088_7_);
this.leg3.render(p_78088_7_);
this.leg4.render(p_78088_7_);
}
}
/**
* 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_)
{
float f6 = (180F / (float)Math.PI);
this.head.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
this.head.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
this.body.rotateAngleX = ((float)Math.PI / 2F);
this.leg1.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
this.leg2.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
this.leg3.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
this.leg4.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
}
}