001    package net.minecraft.src;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import org.lwjgl.opengl.GL11;
006    
007    @SideOnly(Side.CLIENT)
008    public class ModelQuadruped extends ModelBase
009    {
010        public ModelRenderer head = new ModelRenderer(this, 0, 0);
011        public ModelRenderer body;
012        public ModelRenderer leg1;
013        public ModelRenderer leg2;
014        public ModelRenderer leg3;
015        public ModelRenderer leg4;
016        protected float field_78145_g = 8.0F;
017        protected float field_78151_h = 4.0F;
018    
019        public ModelQuadruped(int par1, float par2)
020        {
021            this.head.addBox(-4.0F, -4.0F, -8.0F, 8, 8, 8, par2);
022            this.head.setRotationPoint(0.0F, (float)(18 - par1), -6.0F);
023            this.body = new ModelRenderer(this, 28, 8);
024            this.body.addBox(-5.0F, -10.0F, -7.0F, 10, 16, 8, par2);
025            this.body.setRotationPoint(0.0F, (float)(17 - par1), 2.0F);
026            this.leg1 = new ModelRenderer(this, 0, 16);
027            this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
028            this.leg1.setRotationPoint(-3.0F, (float)(24 - par1), 7.0F);
029            this.leg2 = new ModelRenderer(this, 0, 16);
030            this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
031            this.leg2.setRotationPoint(3.0F, (float)(24 - par1), 7.0F);
032            this.leg3 = new ModelRenderer(this, 0, 16);
033            this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
034            this.leg3.setRotationPoint(-3.0F, (float)(24 - par1), -5.0F);
035            this.leg4 = new ModelRenderer(this, 0, 16);
036            this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, par1, 4, par2);
037            this.leg4.setRotationPoint(3.0F, (float)(24 - par1), -5.0F);
038        }
039    
040        /**
041         * Sets the models various rotation angles then renders the model.
042         */
043        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
044        {
045            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
046    
047            if (this.isChild)
048            {
049                float var8 = 2.0F;
050                GL11.glPushMatrix();
051                GL11.glTranslatef(0.0F, this.field_78145_g * par7, this.field_78151_h * par7);
052                this.head.render(par7);
053                GL11.glPopMatrix();
054                GL11.glPushMatrix();
055                GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
056                GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
057                this.body.render(par7);
058                this.leg1.render(par7);
059                this.leg2.render(par7);
060                this.leg3.render(par7);
061                this.leg4.render(par7);
062                GL11.glPopMatrix();
063            }
064            else
065            {
066                this.head.render(par7);
067                this.body.render(par7);
068                this.leg1.render(par7);
069                this.leg2.render(par7);
070                this.leg3.render(par7);
071                this.leg4.render(par7);
072            }
073        }
074    
075        /**
076         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
077         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
078         * "far" arms and legs can swing at most.
079         */
080        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
081        {
082            this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
083            this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
084            this.body.rotateAngleX = ((float)Math.PI / 2F);
085            this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
086            this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
087            this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
088            this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
089        }
090    }