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.PonyArmor;
import com.minelittlepony.model.ponies.ModelPlayerPony;
import com.minelittlepony.pony.data.IPonyData;
import com.minelittlepony.pony.data.PonyData;
import com.minelittlepony.pony.data.PonySize;
import net.minecraft.client.model.ModelBase;
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import net.minecraft.client.model.ModelPlayer;
import net.minecraft.client.model.ModelRenderer;
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import net.minecraft.entity.Entity;
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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.*;
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/**
* TODO move this into constructor and make separate classes for the races.
*/
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public abstract class AbstractPonyModel extends ModelPlayer {
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protected float scale = 0.0625F;
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public boolean isFlying;
public boolean isSleeping;
public IPonyData metadata = new PonyData();
public float motionPitch;
public AbstractPonyModel(boolean arms) {
super(0, arms);
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}
/**
* Sets up this model's initial values, like a constructor...
* @param yOffset YPosition for this model. Always 0.
* @param stretch Scaling factor for this model. Ranges above or below 0 (no change).
*/
public void init(float yOffset, float stretch) {
initTextures();
this.initPositions(yOffset, stretch);
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}
/**
* Returns a new pony armour to go with this model. Called on startup by a model wrapper.
*/
public abstract PonyArmor createArmour();
/**
* Loads texture values.
*/
protected abstract void initTextures();
/**
* Loads texture positions and boxes. Pretty much just finishes the job of initTextures.
*/
protected abstract void initPositions(float yOffset, float stretch);
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@Override
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn) {
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if (doCancelRender()) {
super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
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return;
}
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}
/**
* Returns true if the default minecraft handling should be used.
*/
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protected boolean doCancelRender() {
return false;
}
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public static void shiftRotationPoint(ModelRenderer aRenderer, float shiftX, float shiftY, float shiftZ) {
aRenderer.rotationPointX += shiftX;
aRenderer.rotationPointY += shiftY;
aRenderer.rotationPointZ += shiftZ;
}
/**
* 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 tick Render partial ticks
*/
protected static void rotateArmHolding(ModelRenderer arm, float direction, float swingProgress, float tick) {
float swing = MathHelper.sin(swingProgress * (float)Math.PI);
float roll = MathHelper.sin((1 - (1 - swingProgress) * (1 - swingProgress)) * (float)Math.PI);
arm.rotateAngleZ = 0.0F;
arm.rotateAngleY = direction * (0.1F - swing * 0.6F);
arm.rotateAngleX = -1.5707964F;
arm.rotateAngleX -= swing * 1.2F - roll * 0.4F;
arm.rotateAngleZ += MathHelper.cos(tick * 0.09F) * 0.05F + 0.05F;
arm.rotateAngleX += MathHelper.sin(tick * 0.067F) * 0.1F;
}
/**
* Applies a transform particular to a certain body part.
*
* FIXME: Too long! Is there a better way to do this?
*/
public void transform(BodyPart part) {
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if (this.isRiding) {
translate(0.0F, -0.6F, -0.2F);
}
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if (this.isSleeping) {
rotate(90.0F, 0.0F, 1.0F, 0.0F);
rotate(270.0F, 0.0F, 0.0F, 1.0F);
rotate(90.0F, 0.0F, 1.0F, 0.0F);
rotate(180.0F, 0.0F, 0.0F, 1.0F);
rotate(180.0F, 0.0F, 1.0F, 0.0F);
}
if (this.metadata.getSize() == PonySize.FOAL || isChild) {
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if (this.isSneak && !this.isFlying) {
translate(0.0F, -0.12F, 0.0F);
}
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if (this.isSleeping) {
translate(0.0F, -1.2F, 0.25F);
}
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if (this.isRiding) {
translate(0, -.1, 0);
}
switch (part) {
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case NECK:
case HEAD:
translate(0.0F, 0.76F, 0.0F);
scale(0.9F, 0.9F, 0.9F);
if (part == BodyPart.HEAD)
break;
if (this.isSneak && !this.isFlying) {
translate(0.0F, -0.01F, 0.15F);
}
break;
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case BODY:
case TAIL:
translate(0.0F, 0.76F, -0.04F);
scale(0.6F, 0.6F, 0.6F);
break;
case LEGS:
translate(0.0F, 0.89F, 0.0F);
scale(0.6F, 0.41F, 0.6F);
if (this.isSneak && !this.isFlying) {
translate(0.0F, 0.12F, 0.0F);
}
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if (this instanceof ModelPlayerPony && ((ModelPlayerPony) this).rainboom) {
translate(0.0F, -0.08F, 0.0F);
}
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break;
}
} else if (this.metadata.getSize() == PonySize.LARGE) {
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if (this.isSleeping) {
translate(0.0F, -0.7F, 0.2F);
}
switch (part) {
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case HEAD:
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translate(0.0F, -0.17F, -0.04F);
if (this.isSleeping) {
translate(0.0F, 0.0F, -0.1F);
}
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if (this.isSneak && !this.isFlying) {
translate(0.0F, 0.15F, 0.0F);
}
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break;
case NECK:
translate(0.0F, -0.15F, -0.07F);
if (this.isSneak && !this.isFlying) {
translate(0.0F, 0.0F, -0.05F);
}
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break;
case BODY:
translate(0.0F, -0.2F, -0.04F);
scale(1.15F, 1.2F, 1.2F);
break;
case TAIL:
translate(0.0F, -0.2F, 0.08F);
break;
case LEGS:
translate(0.0F, -0.14F, 0.0F);
scale(1.15F, 1.12F, 1.15F);
break;
}
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} else if (this.metadata.getSize() == PonySize.TALL) {
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if (this.isSleeping) {
translate(0.0F, -0.65F, 0.25F);
}
switch (part) {
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case HEAD:
translate(0.0F, -0.15F, 0.01F);
if (this.isSneak && !this.isFlying) {
translate(0.0F, 0.05F, 0.0F);
}
break;
case NECK:
translate(0.0F, -0.19F, -0.01F);
scale(1.0F, 1.1F, 1.0F);
if (this.isSneak && !this.isFlying) {
translate(0.0F, -0.06F, -0.04F);
}
break;
case BODY:
case TAIL:
translate(0.0F, -0.1F, 0.0F);
scale(1.0F, 1.0F, 1.0F);
break;
case LEGS:
translate(0.0F, -0.25F, 0.03F);
scale(1.0F, 1.18F, 1.0F);
if (this instanceof ModelPlayerPony && ((ModelPlayerPony) this).rainboom) {
translate(0.0F, 0.05F, 0.0F);
}
break;
}
} else {
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if (this.isSleeping) {
translate(0.0F, -0.75F, 0.25F);
}
}
if (part == BodyPart.HEAD) {
rotate(motionPitch, 1F, 0F, 0F);
}
}
/**
* 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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@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.
int index = rand.nextInt(boxList.size());
int i = index;
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ModelRenderer mr;
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do {
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mr = boxList.get(index);
if (!mr.cubeList.isEmpty()) return mr;
i = (i + 1) % boxList.size();
} while (i != index);
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return mr;
}
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}