001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 006 @SideOnly(Side.CLIENT) 007 public class ModelBiped extends ModelBase 008 { 009 public ModelRenderer bipedHead; 010 public ModelRenderer bipedHeadwear; 011 public ModelRenderer bipedBody; 012 public ModelRenderer bipedRightArm; 013 public ModelRenderer bipedLeftArm; 014 public ModelRenderer bipedRightLeg; 015 public ModelRenderer bipedLeftLeg; 016 public ModelRenderer bipedEars; 017 public ModelRenderer bipedCloak; 018 019 /** 020 * Records whether the model should be rendered holding an item in the left hand, and if that item is a block. 021 */ 022 public int heldItemLeft; 023 024 /** 025 * Records whether the model should be rendered holding an item in the right hand, and if that item is a block. 026 */ 027 public int heldItemRight; 028 public boolean isSneak; 029 030 /** Records whether the model should be rendered aiming a bow. */ 031 public boolean aimedBow; 032 033 public ModelBiped() 034 { 035 this(0.0F); 036 } 037 038 public ModelBiped(float par1) 039 { 040 this(par1, 0.0F); 041 } 042 043 public ModelBiped(float par1, float par2) 044 { 045 this.heldItemLeft = 0; 046 this.heldItemRight = 0; 047 this.isSneak = false; 048 this.aimedBow = false; 049 this.bipedCloak = new ModelRenderer(this, 0, 0); 050 this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, par1); 051 this.bipedEars = new ModelRenderer(this, 24, 0); 052 this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, par1); 053 this.bipedHead = new ModelRenderer(this, 0, 0); 054 this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1); 055 this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 056 this.bipedHeadwear = new ModelRenderer(this, 32, 0); 057 this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F); 058 this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 059 this.bipedBody = new ModelRenderer(this, 16, 16); 060 this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1); 061 this.bipedBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 062 this.bipedRightArm = new ModelRenderer(this, 40, 16); 063 this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, par1); 064 this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + par2, 0.0F); 065 this.bipedLeftArm = new ModelRenderer(this, 40, 16); 066 this.bipedLeftArm.mirror = true; 067 this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, par1); 068 this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + par2, 0.0F); 069 this.bipedRightLeg = new ModelRenderer(this, 0, 16); 070 this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1); 071 this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F); 072 this.bipedLeftLeg = new ModelRenderer(this, 0, 16); 073 this.bipedLeftLeg.mirror = true; 074 this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1); 075 this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F); 076 } 077 078 /** 079 * Sets the models various rotation angles then renders the model. 080 */ 081 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 082 { 083 this.setRotationAngles(par2, par3, par4, par5, par6, par7); 084 this.bipedHead.render(par7); 085 this.bipedBody.render(par7); 086 this.bipedRightArm.render(par7); 087 this.bipedLeftArm.render(par7); 088 this.bipedRightLeg.render(par7); 089 this.bipedLeftLeg.render(par7); 090 this.bipedHeadwear.render(par7); 091 } 092 093 /** 094 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 095 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 096 * "far" arms and legs can swing at most. 097 */ 098 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6) 099 { 100 this.bipedHead.rotateAngleY = par4 / (180F / (float)Math.PI); 101 this.bipedHead.rotateAngleX = par5 / (180F / (float)Math.PI); 102 this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY; 103 this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX; 104 this.bipedRightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F; 105 this.bipedLeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F; 106 this.bipedRightArm.rotateAngleZ = 0.0F; 107 this.bipedLeftArm.rotateAngleZ = 0.0F; 108 this.bipedRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; 109 this.bipedLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; 110 this.bipedRightLeg.rotateAngleY = 0.0F; 111 this.bipedLeftLeg.rotateAngleY = 0.0F; 112 113 if (this.isRiding) 114 { 115 this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F); 116 this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F); 117 this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F); 118 this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F); 119 this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F); 120 this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F); 121 } 122 123 if (this.heldItemLeft != 0) 124 { 125 this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft; 126 } 127 128 if (this.heldItemRight != 0) 129 { 130 this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight; 131 } 132 133 this.bipedRightArm.rotateAngleY = 0.0F; 134 this.bipedLeftArm.rotateAngleY = 0.0F; 135 float var7; 136 float var8; 137 138 if (this.onGround > -9990.0F) 139 { 140 var7 = this.onGround; 141 this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(var7) * (float)Math.PI * 2.0F) * 0.2F; 142 this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F; 143 this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F; 144 this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F; 145 this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F; 146 this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY; 147 this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY; 148 this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY; 149 var7 = 1.0F - this.onGround; 150 var7 *= var7; 151 var7 *= var7; 152 var7 = 1.0F - var7; 153 var8 = MathHelper.sin(var7 * (float)Math.PI); 154 float var9 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F; 155 this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)var8 * 1.2D + (double)var9)); 156 this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F; 157 this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F; 158 } 159 160 if (this.isSneak) 161 { 162 this.bipedBody.rotateAngleX = 0.5F; 163 this.bipedRightArm.rotateAngleX += 0.4F; 164 this.bipedLeftArm.rotateAngleX += 0.4F; 165 this.bipedRightLeg.rotationPointZ = 4.0F; 166 this.bipedLeftLeg.rotationPointZ = 4.0F; 167 this.bipedRightLeg.rotationPointY = 9.0F; 168 this.bipedLeftLeg.rotationPointY = 9.0F; 169 this.bipedHead.rotationPointY = 1.0F; 170 } 171 else 172 { 173 this.bipedBody.rotateAngleX = 0.0F; 174 this.bipedRightLeg.rotationPointZ = 0.0F; 175 this.bipedLeftLeg.rotationPointZ = 0.0F; 176 this.bipedRightLeg.rotationPointY = 12.0F; 177 this.bipedLeftLeg.rotationPointY = 12.0F; 178 this.bipedHead.rotationPointY = 0.0F; 179 } 180 181 this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 182 this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 183 this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F; 184 this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F; 185 186 if (this.aimedBow) 187 { 188 var7 = 0.0F; 189 var8 = 0.0F; 190 this.bipedRightArm.rotateAngleZ = 0.0F; 191 this.bipedLeftArm.rotateAngleZ = 0.0F; 192 this.bipedRightArm.rotateAngleY = -(0.1F - var7 * 0.6F) + this.bipedHead.rotateAngleY; 193 this.bipedLeftArm.rotateAngleY = 0.1F - var7 * 0.6F + this.bipedHead.rotateAngleY + 0.4F; 194 this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; 195 this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; 196 this.bipedRightArm.rotateAngleX -= var7 * 1.2F - var8 * 0.4F; 197 this.bipedLeftArm.rotateAngleX -= var7 * 1.2F - var8 * 0.4F; 198 this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 199 this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 200 this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F; 201 this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F; 202 } 203 } 204 205 /** 206 * renders the ears (specifically, deadmau5's) 207 */ 208 public void renderEars(float par1) 209 { 210 this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY; 211 this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX; 212 this.bipedEars.rotationPointX = 0.0F; 213 this.bipedEars.rotationPointY = 0.0F; 214 this.bipedEars.render(par1); 215 } 216 217 /** 218 * Renders the cloak of the current biped (in most cases, it's a player) 219 */ 220 public void renderCloak(float par1) 221 { 222 this.bipedCloak.render(par1); 223 } 224 }