MineLittlePony/src/main/java/com/minelittlepony/model/AbstractPonyModel.java

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package com.minelittlepony.model;
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import com.minelittlepony.model.armour.ModelPonyArmor;
import com.minelittlepony.model.armour.PonyArmor;
import com.minelittlepony.model.capabilities.IModel;
import com.minelittlepony.model.components.PonySnout;
import com.minelittlepony.model.components.PonyTail;
import com.minelittlepony.pony.data.IPonyData;
import com.minelittlepony.pony.data.PonyData;
import com.minelittlepony.pony.data.PonySize;
import com.minelittlepony.render.AbstractPonyRenderer;
import com.minelittlepony.render.PonyRenderer;
import com.minelittlepony.render.plane.PlaneRenderer;
import net.minecraft.client.model.ModelBase;
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import net.minecraft.client.model.ModelPlayer;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.util.EnumHandSide;
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import net.minecraft.util.math.MathHelper;
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import java.util.Random;
import static net.minecraft.client.renderer.GlStateManager.*;
import static com.minelittlepony.model.PonyModelConstants.*;
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/**
* Foundation class for all types of ponies.
*/
public abstract class AbstractPonyModel extends ModelPlayer implements IModel {
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/**
* The model's current scale.
*/
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protected float scale = 0.0625F;
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public boolean isFlying;
public boolean isSleeping;
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/**
* Associcated pony data.
*/
public IPonyData metadata = new PonyData();
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/**
* Vertical pitch whilst flying.
*/
public float motionPitch;
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/**
* Flag indicating that this model is performing a rainboom (flight).
*/
protected boolean rainboom;
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public PlaneRenderer upperTorso;
public PlaneRenderer neck;
public PonyTail tail;
public PonySnout snout;
public AbstractPonyModel(boolean arms) {
super(0, arms);
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}
@Override
public PonyArmor createArmour() {
return new PonyArmor(new ModelPonyArmor(), new ModelPonyArmor());
}
/**
* Checks flying and speed conditions and sets rainboom to true if we're a species with wings and is going faaast.
*/
protected void checkRainboom(Entity entity, float swing) {
rainboom = canFly() && isFlying(entity) && swing >= 0.9999F;
}
/**
* Sets the model's various rotation angles.
*
* @param move Entity motion parameter - i.e. velocity in no specific direction used in bipeds to calculate step amount.
* @param swing Degree to which each 'limb' swings.
* @param ticks Total whole and partial ticks since the entity's existance. Used in animations together with {@code swing} and {@code move}.
* @param headYaw Horizontal head motion in radians.
* @param headPitch Vertical head motion in radians.
* @param scale Scaling factor used to render this model. Determined by the return value of {@link RenderLivingBase.prepareScale}. Usually {@code 0.0625F}.
* @param entity The entity we're being called for.
*/
@Override
public void setRotationAngles(float move, float swing, float ticks, float headYaw, float headPitch, float scale, Entity entity) {
checkRainboom(entity, swing);
super.setRotationAngles(move, swing, ticks, headYaw, headPitch, scale, entity);
float headRotateAngleY = isSleeping ? 1.4f : headYaw / 57.29578F;
float headRotateAngleX = isSleeping ? 0.1f : headPitch / 57.29578F;
headRotateAngleX = Math.min(headRotateAngleX, (float) (0.5f - Math.toRadians(motionPitch)));
headRotateAngleX = Math.max(headRotateAngleX, (float) (-1.25f - Math.toRadians(motionPitch)));
updateHeadRotation(headRotateAngleX, headRotateAngleY);
float bodySwingRotation = 0;
if (swingProgress > -9990.0F && !metadata.hasMagic()) {
bodySwingRotation = MathHelper.sin(MathHelper.sqrt(swingProgress) * PI * 2) * 0.2F;
}
rotateLook(move, swing, bodySwingRotation, ticks);
setLegs(move, swing, ticks, entity);
if (!rainboom) {
holdItem(swing);
}
swingItem(entity);
if (isCrouching()) {
adjustBody(BODY_ROTATE_ANGLE_X_SNEAK, BODY_RP_Y_SNEAK, BODY_RP_Z_SNEAK);
sneakLegs();
setHead(0, 6, -2);
} else if (isRiding) {
adjustBodyRiding();
bipedLeftLeg.rotationPointZ = 15;
bipedLeftLeg.rotationPointY = 10;
bipedLeftLeg.rotateAngleX = -PI / 4;
bipedLeftLeg.rotateAngleY = -PI / 5;
bipedRightLeg.rotationPointZ = 15;
bipedRightLeg.rotationPointY = 10;
bipedRightLeg.rotateAngleX = -PI / 4;
bipedRightLeg.rotateAngleY = PI / 5;
bipedLeftArm.rotateAngleZ = -PI * 0.06f;
bipedRightArm.rotateAngleZ = PI * 0.06f;
} else {
adjustBody(BODY_ROTATE_ANGLE_X_NOTSNEAK, BODY_RP_Y_NOTSNEAK, BODY_RP_Z_NOTSNEAK);
bipedRightLeg.rotationPointY = FRONT_LEG_RP_Y_NOTSNEAK;
bipedLeftLeg.rotationPointY = FRONT_LEG_RP_Y_NOTSNEAK;
swingArms(ticks);
setHead(0, 0, 0);
}
if (isSleeping) ponySleep();
aimBow(leftArmPose, rightArmPose, ticks);
fixSpecialRotationPoints(move);
animateWears();
if (snout != null) {
snout.setGender(metadata.getGender());
}
}
protected void adjustBodyRiding() {
adjustBodyComponents(BODY_ROTATE_ANGLE_X_RIDING, BODY_RP_Y_RIDING, BODY_RP_Z_RIDING);
adjustNeck(BODY_ROTATE_ANGLE_X_NOTSNEAK, BODY_RP_Y_NOTSNEAK, BODY_RP_Z_NOTSNEAK);
setHead(0, 0, 0);
}
/**
* Sets the model's various rotation angles.
*
* @param move Entity motion parameter - i.e. velocity in no specific direction used in bipeds to calculate step amount.
* @param swing Degree to which each 'limb' swings.
* @param bodySwing Horizontal (Y) body rotation.
* @param ticks Total whole and partial ticks since the entity's existance. Used in animations together with {@code swing} and {@code move}.
*/
protected void rotateLook(float move, float swing, float bodySwing, float ticks) {
tail.setRotationAndAngles(rainboom, move, swing, bodySwing, ticks);
bodySwing /= 5;
upperTorso.rotateAngleY = bodySwing;
bipedBody.rotateAngleY = bodySwing;
neck.rotateAngleY = bodySwing;
}
private void animateWears() {
copyModelAngles(bipedLeftArm, bipedLeftArmwear);
copyModelAngles(bipedRightArm, bipedRightArmwear);
copyModelAngles(bipedLeftLeg, bipedLeftLegwear);
copyModelAngles(bipedRightLeg, bipedRightLegwear);
copyModelAngles(bipedBody, bipedBodyWear);
}
/**
* Sets the head rotation point.
*/
protected void setHead(float posX, float posY, float posZ) {
bipedHead.setRotationPoint(posX, posY, posZ);
bipedHeadwear.setRotationPoint(posX, posY, posZ);
}
/**
* Called to update the head rotation.
*
* @param x New rotation X
* @param y New rotation Y
*/
protected void updateHeadRotation(float x, float y) {
bipedHeadwear.rotateAngleY = bipedHead.rotateAngleY = y;
bipedHeadwear.rotateAngleX = bipedHead.rotateAngleX = x;
}
/**
*
* Used to set the legs rotation based on walking/crouching animations.
*
* Takes the same parameters as {@link AbstractPonyModel.setRotationAndAngles}
*
* TODO: This can be merged into adjustLegs
*
*/
protected void setLegs(float move, float swing, float ticks, Entity entity) {
if (isFlying(entity)) {
rotateLegsInFlight(move, swing, ticks, entity);
} else {
rotateLegsOnGround(move, swing, ticks, entity);
}
bipedLeftArm.rotateAngleZ = 0;
bipedRightArm.rotateAngleZ = 0;
adjustLegs(move, swing, ticks);
}
/**
* Rotates legs in quopy fashion whilst flying.
*
* @param move Entity motion parameter - i.e. velocity in no specific direction used in bipeds to calculate step amount.
* @param swing Degree to which each 'limb' swings.
* @param ticks Total whole and partial ticks since the entity's existance. Used in animations together with {@code swing} and {@code move}.
* @param entity The entity we're being called for.
*
*/
protected void rotateLegsInFlight(float move, float swing, float ticks, Entity entity) {
float armX = rainboom ? ROTATE_270 : MathHelper.sin(-swing / 2);
float legX = rainboom ? ROTATE_90 : MathHelper.sin(swing / 2);
bipedLeftArm.rotateAngleX = armX;
bipedRightArm.rotateAngleX = armX;
bipedLeftLeg.rotateAngleX = legX;
bipedRightLeg.rotateAngleX = legX;
bipedLeftArm.rotateAngleY = -0.2F;
bipedLeftLeg.rotateAngleY = 0.2F;
bipedRightArm.rotateAngleY = 0.2F;
bipedRightLeg.rotateAngleY = -0.2F;
}
/**
* Rotates legs in quopy fashion for walking.
*
* @param move Entity motion parameter - i.e. velocity in no specific direction used in bipeds to calculate step amount.
* @param swing Degree to which each 'limb' swings.
* @param ticks Total whole and partial ticks since the entity's existance. Used in animations together with {@code swing} and {@code move}.
* @param entity The entity we're being called for.
*
*/
protected void rotateLegsOnGround(float move, float swing, float ticks, Entity entity) {
float angle = PI * (float) Math.pow(swing, 16);
float baseRotation = move * 0.6662F; // magic number ahoy
float scale = swing / 4;
bipedLeftArm.rotateAngleX = MathHelper.cos(baseRotation + angle) * scale;
bipedRightArm.rotateAngleX = MathHelper.cos(baseRotation + PI + angle / 2) * scale;
bipedLeftLeg.rotateAngleX = MathHelper.cos(baseRotation + PI - (angle * 0.4f)) * scale;
bipedRightLeg.rotateAngleX = MathHelper.cos(baseRotation + angle / 5) * scale;
bipedLeftArm.rotateAngleY = 0;
bipedRightArm.rotateAngleY = 0;
bipedLeftLeg.rotateAngleY = 0;
bipedRightLeg.rotateAngleY = 0;
}
protected float getLegOutset() {
if (isSleeping) return 3.6f;
if (isCrouching()) return 1;
return 5;
}
protected float getLegSpread() {
return rainboom ? 2 : 1;
}
/**
*
* Used to set the legs rotation based on walking/crouching animations.
*
* Takes the same parameters as {@link AbstractPonyModel.setRotationAndAngles}
*
* TODO: This can be merged into setLegs
*
*/
protected void adjustLegs(float move, float swing, float ticks) {
float sin = MathHelper.sin(bipedBody.rotateAngleY) * 5;
float cos = MathHelper.cos(bipedBody.rotateAngleY) * 5;
float spread = getLegSpread();
bipedRightArm.rotationPointZ = spread + sin;
bipedLeftArm.rotationPointZ = spread - sin;
float legRPX = cos - getLegOutset();
bipedRightArm.rotationPointX = -legRPX;
bipedRightLeg.rotationPointX = -legRPX;
bipedLeftArm.rotationPointX = legRPX;
bipedLeftLeg.rotationPointX = legRPX;
bipedRightArm.rotateAngleY += bipedBody.rotateAngleY;
bipedLeftArm.rotateAngleY += bipedBody.rotateAngleY;
bipedRightArm.rotationPointY = bipedLeftArm.rotationPointY = 8;
bipedRightLeg.rotationPointZ = bipedLeftLeg.rotationPointZ = 10;
}
/**
* Adjusts legs as if holding an item. Delegates to the correct arm/leg/limb as neccessary.
*
* @param swing
*/
protected void holdItem(float swing) {
boolean both = leftArmPose == ArmPose.ITEM && rightArmPose == ArmPose.ITEM;
alignArmForAction(bipedLeftArm, leftArmPose, both, swing);
alignArmForAction(bipedRightArm, rightArmPose, both, swing);
}
/**
* Aligns an arm for the appropriate arm pose
*
* @param arm The arm model to align
* @param pose The post to align to
* @param both True if we have something in both hands
* @param swing Degree to which each 'limb' swings.
*/
protected void alignArmForAction(ModelRenderer arm, ArmPose pose, boolean both, float swing) {
switch (pose) {
case ITEM:
float swag = 1;
if (!isFlying && both) {
swag -= (float)Math.pow(swing, 2);
}
float mult = 1 - swag/2;
arm.rotateAngleX = bipedLeftArm.rotateAngleX * mult - (PI / 10) * swag;
case EMPTY:
arm.rotateAngleY = 0;
break;
case BLOCK:
arm.rotateAngleX = arm.rotateAngleX / 2 - 0.9424779F;
arm.rotateAngleY = PI / 6;
break;
default:
}
}
/**
* Animates arm swinging. Delegates to the correct arm/leg/limb as neccessary.
*
* @param entity The entity we are being called for.
*/
protected void swingItem(Entity entity) {
if (swingProgress > -9990.0F && !isSleeping) {
EnumHandSide mainSide = getMainHand(entity);
swingArm(getArmForSide(mainSide));
}
}
/**
* Animates arm swinging.
*
* @param arm The arm to swing
*/
protected void swingArm(ModelRenderer arm) {
float swing = 1 - (float)Math.pow(1 - swingProgress, 3);
float deltaX = MathHelper.sin(swing * PI);
float deltaZ = MathHelper.sin(swingProgress * PI);
float deltaAim = deltaZ * (0.7F - bipedHead.rotateAngleX) * 0.75F;
arm.rotateAngleX -= deltaAim + deltaX * 1.2F;
arm.rotateAngleY += bipedBody.rotateAngleY * 2;
arm.rotateAngleZ = -deltaZ * 0.4F;
}
/**
* Animates the walking animation.
*
* @param ticks Total whole and partial ticks since the entity's existance. Used in animations together with {@code swing} and {@code move}.
*/
protected void swingArms(float ticks) {
if (isSleeping) return;
float cos = MathHelper.cos(ticks * 0.09F) * 0.05F + 0.05F;
float sin = MathHelper.sin(ticks * 0.067F) * 0.05F;
if (rightArmPose != ArmPose.EMPTY) {
bipedRightArm.rotateAngleZ += cos;
bipedRightArm.rotateAngleX += sin;
}
if (leftArmPose != ArmPose.EMPTY) {
bipedLeftArm.rotateAngleZ += cos;
bipedLeftArm.rotateAngleX += sin;
}
}
protected void adjustBody(float rotateAngleX, float rotationPointY, float rotationPointZ) {
adjustBodyComponents(rotateAngleX, rotationPointY, rotationPointZ);
adjustNeck(rotateAngleX, rotationPointY, rotationPointZ);
}
protected void adjustBodyComponents(float rotateAngleX, float rotationPointY, float rotationPointZ) {
bipedBody.rotateAngleX = rotateAngleX;
bipedBody.rotationPointY = rotationPointY;
bipedBody.rotationPointZ = rotationPointZ;
upperTorso.rotateAngleX = rotateAngleX;
upperTorso.rotationPointY = rotationPointY;
upperTorso.rotationPointZ = rotationPointZ;
}
protected void adjustNeck(float rotateAngleX, float rotationPointY, float rotationPointZ) {
neck.setRotationPoint(NECK_ROT_X + rotateAngleX, rotationPointY, rotationPointZ);
}
/**
* Aligns legs to a sneaky position.
*/
protected void sneakLegs() {
bipedRightArm.rotateAngleX -= SNEAK_LEG_X_ROTATION_ADJUSTMENT;
bipedLeftArm.rotateAngleX -= SNEAK_LEG_X_ROTATION_ADJUSTMENT;
bipedLeftLeg.rotationPointY = bipedRightLeg.rotationPointY = FRONT_LEG_RP_Y_SNEAK;
}
protected void ponySleep() {
bipedRightArm.rotateAngleX = ROTATE_270;
bipedLeftArm.rotateAngleX = ROTATE_270;
bipedRightLeg.rotateAngleX = ROTATE_90;
bipedLeftLeg.rotateAngleX = ROTATE_90;
setHead(1, 2, isSneak ? -1 : 1);
AbstractPonyRenderer.shiftRotationPoint(bipedRightArm, 0, 2, 6);
AbstractPonyRenderer.shiftRotationPoint(bipedLeftArm, 0, 2, 6);
AbstractPonyRenderer.shiftRotationPoint(bipedRightLeg, 0, 2, -8);
AbstractPonyRenderer.shiftRotationPoint(bipedLeftLeg, 0, 2, -8);
}
protected void aimBow(ArmPose leftArm, ArmPose rightArm, float ticks) {
if (rightArm == ArmPose.BOW_AND_ARROW) aimBowPony(bipedRightArm, ticks);
if (leftArm == ArmPose.BOW_AND_ARROW) aimBowPony(bipedLeftArm, ticks);
}
protected void aimBowPony(ModelRenderer arm, float ticks) {
arm.rotateAngleZ = 0;
arm.rotateAngleY = bipedHead.rotateAngleY - 0.06F;
arm.rotateAngleX = ROTATE_270 + bipedHead.rotateAngleX;
arm.rotateAngleZ += MathHelper.cos(ticks * 0.09F) * 0.05F + 0.05F;
arm.rotateAngleX += MathHelper.sin(ticks * 0.067F) * 0.05F;
}
/**
* Called after postioning but before wears alignment to perform some last-minute adjustments.
*
* @param move Entity motion parameter. See {@link AbstractPonyModel.setRotationAngles}.
*
* TODO: Empty method
*/
protected void fixSpecialRotationPoints(float move) {
}
public void init(float yOffset, float stretch) {
// TODO: Splitting things like this isn't strictly neccessary and just complicates things.
initTextures();
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initPositions(yOffset, stretch);
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}
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/**
* Loads texture values.
*/
protected void initTextures() {
boxList.clear();
initHeadTextures();
initBodyTextures();
initLegTextures();
initTailTextures();
}
/**
* Loads texture positions and boxes. Pretty much just finishes the job of initTextures.
*/
protected void initPositions(float yOffset, float stretch) {
initHeadPositions(yOffset, stretch);
initBodyPositions(yOffset, stretch);
initLegPositions(yOffset, stretch);
initTailPositions(yOffset, stretch);
}
protected void initTailTextures() {
tail = new PonyTail(this);
}
protected void initHeadTextures() {
bipedHead = new PonyRenderer(this, 0, 0);
bipedHeadwear = new PonyRenderer(this, 32, 0);
snout = new PonySnout(this);
}
protected void initBodyTextures() {
bipedBody = new ModelRenderer(this, 16, 16);
if (textureHeight == 64) {
bipedBodyWear = new ModelRenderer(this, 16, 32);
}
upperTorso = new PlaneRenderer(this, 24, 0);
neck = new PlaneRenderer(this, 0, 16);
}
protected void initLegTextures() {
bipedLeftArm = new ModelRenderer(this, 32, 48);
bipedRightArm = new ModelRenderer(this, 40, 16);
bipedLeftArmwear = new ModelRenderer(this, 48, 48);
bipedRightArmwear = new ModelRenderer(this, 40, 32);
bipedLeftLeg = new ModelRenderer(this, 16, 48);
bipedRightLeg = new ModelRenderer(this, 0, 16);
bipedLeftLegwear = new ModelRenderer(this, 0, 48);
bipedRightLegwear = new ModelRenderer(this, 0, 32);
}
protected void initTailPositions(float yOffset, float stretch) {
tail.init(yOffset, stretch);
}
protected void initHeadPositions(float yOffset, float stretch) {
snout.init(yOffset, stretch);
((PonyRenderer)bipedHead).offset(HEAD_CENTRE_X, HEAD_CENTRE_Y, HEAD_CENTRE_Z)
.around(HEAD_RP_X, HEAD_RP_Y + yOffset, HEAD_RP_Z - 2)
.box(-4, -4, -4, 8, 8, 8, stretch)
.tex(12, 16)
.box(-4, -6, 1, 2, 2, 2, stretch)
.flipX()
.box(2, -6, 1, 2, 2, 2, stretch);
((PonyRenderer)bipedHeadwear).offset(HEAD_CENTRE_X, HEAD_CENTRE_Y, HEAD_CENTRE_Z)
.around(HEAD_RP_X, HEAD_RP_Y + yOffset, HEAD_RP_Z - 2)
.box(-4, -4, -4, 8, 8, 8, stretch + 0.5F);
}
/**
* Creates the main torso and neck.
*/
protected void initBodyPositions(float yOffset, float stretch) {
bipedBody.addBox(-4, 4, -2, 8, 8, 4, stretch);
bipedBody.setRotationPoint(HEAD_RP_X, HEAD_RP_Y + yOffset, HEAD_RP_Z);
bipedBodyWear.addBox(-4, 4, -2, 8, 8, 4, stretch + 0.25F);
bipedBodyWear.setRotationPoint(HEAD_RP_X, HEAD_RP_Y + yOffset, HEAD_RP_Z);
upperTorso.offset(BODY_CENTRE_X, BODY_CENTRE_Y, BODY_CENTRE_Z)
.around(HEAD_RP_X, HEAD_RP_Y + yOffset, HEAD_RP_Z)
.tex(24, 0) .addEastPlane( 4, -4, -4, 8, 8, stretch)
.tex(4, 0) .addEastPlane( 4, -4, 4, 8, 4, stretch)
.tex(56, 0) .addBottomPlane(-4, 4, -4, 8, 8, stretch)
.tex(36, 16) .addBackPlane(-4, -4, 8, 8, 4, stretch)
.addBackPlane(-4, 0, 8, 8, 4, stretch)
.addBottomPlane(-4, 4, 4, 8, 4, stretch)
.flipZ().tex(32, 20).addTopPlane(-4, -4, -4, 8, 12, stretch)
.tex(24, 0).addWestPlane(-4, -4, -4, 8, 8, stretch)
.tex(4, 0) .addWestPlane(-4, -4, 4, 8, 4, stretch)
// Tail stub
.child(0)
.tex(32, 0).addTopPlane(-1, 2, 2, 2, 6, stretch)
.addBottomPlane(-1, 4, 2, 2, 6, stretch)
.addEastPlane( 1, 2, 2, 2, 6, stretch)
.addBackPlane(-1, 2, 8, 2, 2, stretch)
.flipZ().addWestPlane(-1, 2, 2, 2, 6, stretch)
.rotateAngleX = 0.5F;
neck.at(NECK_CENTRE_X, NECK_CENTRE_Y, NECK_CENTRE_Z)
.around(HEAD_RP_X, HEAD_RP_Y + yOffset, HEAD_RP_Z)
.addFrontPlane(0, 0, 0, 4, 4, stretch)
.addBackPlane(0, 0, 4, 4, 4, stretch)
.addEastPlane(4, 0, 0, 4, 4, stretch)
.addWestPlane(0, 0, 0, 4, 4, stretch)
.rotateAngleX = NECK_ROT_X;
}
protected int getArmWidth() {
return 4;
}
protected int getArmDepth() {
return 4;
}
protected float getLegRotationX() {
return 3;
}
protected float getArmRotationY() {
return 8;
}
protected void initLegPositions(float yOffset, float stretch) {
int armWidth = getArmWidth();
int armDepth = getArmDepth();
float rarmX = getLegRotationX();
float rarmY = getArmRotationY();
float armX = THIRDP_ARM_CENTRE_X;
float armY = THIRDP_ARM_CENTRE_Y - 6;
float armZ = BODY_CENTRE_Z / 2 - 1 - armDepth;
bipedLeftArm .addBox(armX, armY, armZ, armWidth, 12, armDepth, stretch);
bipedRightArm.addBox(armX - armWidth, armY, armZ, armWidth, 12, armDepth, stretch);
bipedLeftLeg .addBox(armX, armY, armZ, armWidth, 12, armDepth, stretch);
bipedRightLeg.addBox(armX - armWidth, armY, armZ, armWidth, 12, armDepth, stretch);
bipedLeftArm .setRotationPoint( rarmX, yOffset + rarmY, 0);
bipedRightArm.setRotationPoint(-rarmX, yOffset + rarmY, 0);
bipedLeftLeg .setRotationPoint( rarmX, yOffset, 0);
bipedRightLeg.setRotationPoint(-rarmX, yOffset, 0);
if (bipedLeftArmwear != null) {
bipedLeftArmwear.addBox(armX, armY, armZ, armWidth, 12, armDepth, stretch + 0.25f);
bipedLeftArmwear.setRotationPoint(rarmX, yOffset + rarmY, 0);
}
if (bipedRightArmwear != null) {
bipedRightArmwear.addBox(armX - armWidth, armY, armZ, armWidth, 12, armDepth, stretch + 0.25f);
bipedRightArmwear.setRotationPoint(-rarmX, yOffset + rarmY, 0);
}
if (bipedLeftLegwear != null) {
bipedLeftLegwear.addBox(armX, armY, armZ, armWidth, 12, armDepth, stretch + 0.25f);
bipedRightLegwear.setRotationPoint(rarmX, yOffset, 0);
}
if (bipedRightLegwear != null) {
bipedRightLegwear.addBox(armX - armWidth, armY, armZ, armWidth, 12, armDepth, stretch + 0.25f);
bipedRightLegwear.setRotationPoint(-rarmX, yOffset, 0);
}
}
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public ArmPose getArmPoseForSide(EnumHandSide side) {
return side == EnumHandSide.RIGHT ? rightArmPose : leftArmPose;
}
@Override
public IPonyData getMetadata() {
return metadata;
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}
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@Override
public boolean isCrouching() {
return !rainboom && isSneak && !isFlying;
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}
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@Override
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public boolean isFlying(Entity entity) {
return (isFlying && canFly()) ||
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(entity instanceof EntityLivingBase && ((EntityLivingBase) entity).isElytraFlying());
}
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@Override
public boolean isGoingFast() {
return rainboom;
}
@Override
public boolean isFlying() {
return isFlying;
}
@Override
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public boolean isChild() {
return metadata.getSize() == PonySize.FOAL || isChild;
}
@Override
public float getSwingAmount() {
return swingProgress;
}
/**
* Rotates the provided arm to the correct orientation for holding an item.
*
* @param arm The arm to rotate
* @param direction Direction multiplier. 1 for right, -1 for left.
* @param swingProgress How far we are through the current swing
* @param ticks Render partial ticks
*/
protected void rotateArmHolding(ModelRenderer arm, float direction, float swingProgress, float ticks) {
float swing = MathHelper.sin(swingProgress * PI);
float roll = MathHelper.sin((1 - (1 - swingProgress) * (1 - swingProgress)) * PI);
float cos = MathHelper.cos(ticks * 0.09F) * 0.05F + 0.05F;
float sin = MathHelper.sin(ticks * 0.067F) / 10;
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arm.rotateAngleX = -1.5707964F;
arm.rotateAngleX -= swing * 1.2F - roll * 0.4F;
arm.rotateAngleX += sin;
arm.rotateAngleY = direction * (0.1F - swing * 0.6F);
arm.rotateAngleZ = cos;
}
/**
* Sets the model's various rotation angles.
*
* @param entity The entity we're being called for.
* @param move Entity motion parameter - i.e. velocity in no specific direction used in bipeds to calculate step amount.
* @param swing Degree to which each 'limb' swings.
* @param ticks Total whole and partial ticks since the entity's existance. Used in animations together with {@code swing} and {@code move}.
* @param headYaw Horizontal head motion in radians.
* @param headPitch Vertical head motion in radians.
* @param scale Scaling factor used to render this model. Determined by the return value of {@link RenderLivingBase.prepareScale}. Usually {@code 0.0625F}.
*/
@Override
public void render(Entity entityIn, float move, float swing, float ticks, float headYaw, float headPitch, float scale) {
pushMatrix();
transform(BodyPart.HEAD);
renderHead(entityIn, move, swing, ticks, headYaw, headPitch, this.scale);
popMatrix();
pushMatrix();
transform(BodyPart.NECK);
renderNeck();
popMatrix();
pushMatrix();
transform(BodyPart.BODY);
renderBody(entityIn, move, swing, ticks, headYaw, headPitch, this.scale);
popMatrix();
pushMatrix();
transform(BodyPart.LEGS);
renderLegs();
popMatrix();
}
/**
*
* Called to render the head.
*
* Takes the same parameters as {@link AbstractPonyModel.setRotationAndAngles}
*
*/
protected void renderHead(Entity entity, float move, float swing, float ticks, float headYaw, float headPitch, float scale) {
bipedHead.render(scale);
bipedHeadwear.render(scale);
bipedHead.postRender(scale);
}
protected void renderNeck() {
GlStateManager.scale(0.9, 0.9, 0.9);
neck.render(scale);
}
/**
*
* Called to render the head.
*
* Takes the same parameters as {@link AbstractPonyModel.setRotationAndAngles}
*
*/
protected void renderBody(Entity entity, float move, float swing, float ticks, float headYaw, float headPitch, float scale) {
bipedBody.render(scale);
if (textureHeight == 64) {
bipedBodyWear.render(scale);
}
upperTorso.render(scale);
bipedBody.postRender(scale);
tail.render(scale);
}
protected void renderLegs() {
if (!isSneak) bipedBody.postRender(scale);
bipedLeftArm.render(scale);
bipedRightArm.render(scale);
bipedLeftLeg.render(scale);
bipedRightLeg.render(scale);
if (textureHeight == 64) {
bipedLeftArmwear.render(scale);
bipedRightArmwear.render(scale);
bipedLeftLegwear.render(scale);
bipedRightLegwear.render(scale);
}
}
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@Override
public void transform(BodyPart part) {
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if (isRiding) translate(0, -0.6F, -0.2F);
if (isSleeping) {
rotate(90, 1, 0, 0);
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rotate(180, 0, 1, 0);
}
if (part == BodyPart.HEAD) {
rotate(motionPitch, 1, 0, 0);
}
// TODO: Get these out of here
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if (isChild()) {
transformFoal(part);
} else if (metadata.getSize() == PonySize.LARGE) {
transformLarge(part);
} else if (metadata.getSize() == PonySize.TALL) {
transformTall(part);
} else {
if (isSleeping) translate(0, -0.61F, 0.25F);
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}
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}
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private void transformTall(BodyPart part) {
if (isSleeping) translate(0, -0.5F, 0.25F);
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switch (part) {
case HEAD:
translate(0, -0.15F, 0.01F);
if (isCrouching()) translate(0, 0.05F, 0);
break;
case NECK:
translate(0, -0.19F, -0.01F);
scale(1, 1.1F, 1);
if (isCrouching()) translate(0, -0.06F, -0.04F);
break;
case BODY:
case TAIL:
translate(0, -0.1F, 0);
scale(1, 1, 1);
break;
case LEGS:
translate(0, -0.25F, 0.03F);
scale(1, 1.18F, 1);
if (rainboom) translate(0, 0.05F, 0);
break;
}
}
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private void transformLarge(BodyPart part) {
if (isSleeping) translate(0, -0.98F, 0.2F);
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switch (part) {
case HEAD:
translate(0, -0.17F, -0.04F);
if (isSleeping) translate(0, 0, -0.1F);
if (isCrouching()) translate(0, 0.15F, 0);
break;
case NECK:
translate(0, -0.15F, -0.07F);
if (isCrouching()) translate(0, 0, -0.05F);
break;
case BODY:
translate(0, -0.2F, -0.04F);
scale(1.15F, 1.2F, 1.2F);
break;
case TAIL:
translate(0, -0.2F, 0.08F);
break;
case LEGS:
translate(0, -0.14F, 0);
scale(1.15F, 1.12F, 1.15F);
break;
}
}
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private void transformFoal(BodyPart part) {
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if (isCrouching()) translate(0, -0.12F, 0);
if (isSleeping) translate(0, -1.48F, 0.25F);
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if (isRiding) translate(0, -0.1F, 0);
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switch (part) {
case NECK:
case HEAD:
translate(0, 0.76F, 0);
scale(0.9F, 0.9F, 0.9F);
if (part == BodyPart.HEAD)
break;
if (isCrouching()) translate(0, -0.01F, 0.15F);
break;
case BODY:
case TAIL:
translate(0, 0.76F, -0.04F);
scale(0.6F, 0.6F, 0.6F);
break;
case LEGS:
translate(0, 0.89F, 0);
scale(0.6F, 0.41F, 0.6F);
if (isCrouching()) translate(0, 0.12F, 0);
if (rainboom) translate(0, -0.08F, 0);
break;
}
}
/**
* Copies this model's attributes from some other.
*/
@Override
public void setModelAttributes(ModelBase model) {
super.setModelAttributes(model);
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if (model instanceof AbstractPonyModel) {
AbstractPonyModel pony = (AbstractPonyModel) model;
isFlying = pony.isFlying;
isSleeping = pony.isSleeping;
metadata = pony.metadata;
motionPitch = pony.motionPitch;
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rainboom = pony.rainboom;
}
}
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@Override
public ModelRenderer getRandomModelBox(Random rand) {
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// grab one at random, but cycle through the list until you find one that's filled.
// Return if you find one, or if you get back to where you started in which case there isn't any.
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int randomI = rand.nextInt(boxList.size());
int index = randomI;
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ModelRenderer result;
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do {
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result = boxList.get(randomI);
if (!result.cubeList.isEmpty()) return result;
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index = (index + 1) % boxList.size();
} while (index != randomI);
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return result;
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}
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}