001package net.minecraft.client.model;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.entity.Entity;
006import net.minecraft.util.MathHelper;
007import org.lwjgl.opengl.GL11;
008
009@SideOnly(Side.CLIENT)
010public class ModelChicken extends ModelBase
011{
012    public ModelRenderer head;
013    public ModelRenderer body;
014    public ModelRenderer rightLeg;
015    public ModelRenderer leftLeg;
016    public ModelRenderer rightWing;
017    public ModelRenderer leftWing;
018    public ModelRenderer bill;
019    public ModelRenderer chin;
020
021    public ModelChicken()
022    {
023        byte b0 = 16;
024        this.head = new ModelRenderer(this, 0, 0);
025        this.head.addBox(-2.0F, -6.0F, -2.0F, 4, 6, 3, 0.0F);
026        this.head.setRotationPoint(0.0F, (float)(-1 + b0), -4.0F);
027        this.bill = new ModelRenderer(this, 14, 0);
028        this.bill.addBox(-2.0F, -4.0F, -4.0F, 4, 2, 2, 0.0F);
029        this.bill.setRotationPoint(0.0F, (float)(-1 + b0), -4.0F);
030        this.chin = new ModelRenderer(this, 14, 4);
031        this.chin.addBox(-1.0F, -2.0F, -3.0F, 2, 2, 2, 0.0F);
032        this.chin.setRotationPoint(0.0F, (float)(-1 + b0), -4.0F);
033        this.body = new ModelRenderer(this, 0, 9);
034        this.body.addBox(-3.0F, -4.0F, -3.0F, 6, 8, 6, 0.0F);
035        this.body.setRotationPoint(0.0F, (float)b0, 0.0F);
036        this.rightLeg = new ModelRenderer(this, 26, 0);
037        this.rightLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
038        this.rightLeg.setRotationPoint(-2.0F, (float)(3 + b0), 1.0F);
039        this.leftLeg = new ModelRenderer(this, 26, 0);
040        this.leftLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
041        this.leftLeg.setRotationPoint(1.0F, (float)(3 + b0), 1.0F);
042        this.rightWing = new ModelRenderer(this, 24, 13);
043        this.rightWing.addBox(0.0F, 0.0F, -3.0F, 1, 4, 6);
044        this.rightWing.setRotationPoint(-4.0F, (float)(-3 + b0), 0.0F);
045        this.leftWing = new ModelRenderer(this, 24, 13);
046        this.leftWing.addBox(-1.0F, 0.0F, -3.0F, 1, 4, 6);
047        this.leftWing.setRotationPoint(4.0F, (float)(-3 + b0), 0.0F);
048    }
049
050    /**
051     * Sets the models various rotation angles then renders the model.
052     */
053    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
054    {
055        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
056
057        if (this.isChild)
058        {
059            float f6 = 2.0F;
060            GL11.glPushMatrix();
061            GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
062            this.head.render(par7);
063            this.bill.render(par7);
064            this.chin.render(par7);
065            GL11.glPopMatrix();
066            GL11.glPushMatrix();
067            GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6);
068            GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
069            this.body.render(par7);
070            this.rightLeg.render(par7);
071            this.leftLeg.render(par7);
072            this.rightWing.render(par7);
073            this.leftWing.render(par7);
074            GL11.glPopMatrix();
075        }
076        else
077        {
078            this.head.render(par7);
079            this.bill.render(par7);
080            this.chin.render(par7);
081            this.body.render(par7);
082            this.rightLeg.render(par7);
083            this.leftLeg.render(par7);
084            this.rightWing.render(par7);
085            this.leftWing.render(par7);
086        }
087    }
088
089    /**
090     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
091     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
092     * "far" arms and legs can swing at most.
093     */
094    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
095    {
096        this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
097        this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
098        this.bill.rotateAngleX = this.head.rotateAngleX;
099        this.bill.rotateAngleY = this.head.rotateAngleY;
100        this.chin.rotateAngleX = this.head.rotateAngleX;
101        this.chin.rotateAngleY = this.head.rotateAngleY;
102        this.body.rotateAngleX = ((float)Math.PI / 2F);
103        this.rightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
104        this.leftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
105        this.rightWing.rotateAngleZ = par3;
106        this.leftWing.rotateAngleZ = -par3;
107    }
108}