Hbm-s-Nuclear-Tech-GIT/com/hbm/render/ModelT45Boots.java

149 lines
4.8 KiB
Java

// Date: 25.12.2015 00:50:09
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX
package com.hbm.render;
import org.lwjgl.opengl.GL11;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
public class ModelT45Boots extends ModelBiped
{
//fields
ModelRenderer leftleg;
ModelRenderer rightleg;
ModelRenderer Shape1;
ModelRenderer Shape2;
ModelRenderer Shape3;
ModelRenderer Shape4;
public ModelT45Boots()
{
textureWidth = 64;
textureHeight = 32;
leftleg = new ModelRenderer(this, 0, 0);
rightleg = new ModelRenderer(this, 0, 0);
Shape1 = new ModelRenderer(this, 0, 0);
Shape1.addBox(0F, 0F, 0F, 4, 2, 6);
Shape1.setRotationPoint(-4F + 2, 0F + 9.5F, -4F);
Shape1.setTextureSize(64, 32);
Shape1.mirror = true;
setRotation(Shape1, 0F, 0F, 0F);
convertToChild(leftleg, Shape1);
Shape2 = new ModelRenderer(this, 0, 8);
Shape2.addBox(0F, 0F, 0F, 4, 2, 6);
Shape2.setRotationPoint(0F - 2, 0F + 9.5F, -4F);
Shape2.setTextureSize(64, 32);
Shape2.mirror = true;
setRotation(Shape2, 0F, 0F, 0F);
convertToChild(rightleg, Shape2);
Shape3 = new ModelRenderer(this, 0, 16);
Shape3.addBox(0F, -1F, 0F, 4, 2, 4);
Shape3.setRotationPoint(-4F + 2, 0F + 9.5F, -4F);
Shape3.setTextureSize(64, 32);
Shape3.mirror = true;
setRotation(Shape3, 0.2617994F, 0F, 0F);
convertToChild(leftleg, Shape3);
Shape4 = new ModelRenderer(this, 0, 22);
Shape4.addBox(0F, -1F, 0F, 4, 2, 4);
Shape4.setRotationPoint(0F - 2, 0F + 9.5F, -4F);
Shape4.setTextureSize(64, 32);
Shape4.mirror = true;
setRotation(Shape4, 0.2617994F, 0F, 0F);
convertToChild(rightleg, Shape4);
}
/*public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(entity, f, f1, f2, f3, f4, f5);
setRotationAngles(f, f1, f2, f3, f4, f5);
Shape1.render(f5);
Shape2.render(f5);
Shape3.render(f5);
Shape4.render(f5);
}*/
private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
@Override
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
{
EntityPlayer player = (EntityPlayer)entity;
if(player.isSneaking())
{
this.isSneak = true;
} else {
this.isSneak = false;
}
super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
this.leftleg.rotationPointX = this.bipedLeftLeg.rotationPointX;
this.leftleg.rotationPointY = this.bipedLeftLeg.rotationPointY - 1.5F;
this.leftleg.rotationPointZ = this.bipedLeftLeg.rotationPointZ;
this.leftleg.rotateAngleX = this.bipedLeftLeg.rotateAngleX;
this.leftleg.rotateAngleY = this.bipedLeftLeg.rotateAngleY;
this.leftleg.rotateAngleZ = this.bipedLeftLeg.rotateAngleZ;
this.rightleg.rotationPointX = this.bipedRightLeg.rotationPointX;
this.rightleg.rotationPointY = this.bipedRightLeg.rotationPointY - 1.5F;
this.rightleg.rotationPointZ = this.bipedRightLeg.rotationPointZ;
this.rightleg.rotateAngleX = this.bipedRightLeg.rotateAngleX;
this.rightleg.rotateAngleY = this.bipedRightLeg.rotateAngleY;
this.rightleg.rotateAngleZ = this.bipedRightLeg.rotateAngleZ;
if(this.isSneak)
{
this.leftleg.rotationPointZ -= 0.5F;
this.rightleg.rotationPointZ -= 0.5F;
this.leftleg.rotationPointY += 0.5F;
this.rightleg.rotationPointY += 0.5F;
}
}
@Override
public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
{
setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
GL11.glPushMatrix();
GL11.glScalef(1.125F, 1.125F, 1.125F);
//this.leftleg.addChild(Shape1);
//this.leftleg.addChild(Shape3);
this.leftleg.render(par7);
//this.rightleg.addChild(Shape2);
//this.rightleg.addChild(Shape4);
this.rightleg.render(par7);
GL11.glPopMatrix();
}
protected void convertToChild(ModelRenderer parParent, ModelRenderer parChild)
{
// move child rotation point to be relative to parent
parChild.rotationPointX -= parParent.rotationPointX;
parChild.rotationPointY -= parParent.rotationPointY;
parChild.rotationPointZ -= parParent.rotationPointZ;
// make rotations relative to parent
parChild.rotateAngleX -= parParent.rotateAngleX;
parChild.rotateAngleY -= parParent.rotateAngleY;
parChild.rotateAngleZ -= parParent.rotateAngleZ;
// create relationship
parParent.addChild(parChild);
}
}