ModelBiped.java
package net.minecraft.src;
public class ModelBiped extends ModelBase
{
public ModelRenderer bipedHead;
public ModelRenderer bipedHeadwear;
public ModelRenderer bipedBody;
public ModelRenderer bipedRightArm;
public ModelRenderer bipedLeftArm;
public ModelRenderer bipedRightLeg;
public ModelRenderer bipedLeftLeg;
public ModelRenderer bipedEars;
public ModelRenderer bipedCloak;
/**
* Records whether the model should be rendered holding an item in the left hand, and if that item is a block.
*/
public int heldItemLeft;
/**
* Records whether the model should be rendered holding an item in the right hand, and if that item is a block.
*/
public int heldItemRight;
public boolean isSneak;
/** Records whether the model should be rendered aiming a bow. */
public boolean aimedBow;
public ModelBiped()
{
this(0.0F);
}
public ModelBiped(float par1)
{
this(par1, 0.0F);
}
public ModelBiped(float par1, float par2)
{
this.heldItemLeft = 0;
this.heldItemRight = 0;
this.isSneak = false;
this.aimedBow = false;
this.bipedCloak = new ModelRenderer(this, 0, 0);
this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, par1);
this.bipedEars = new ModelRenderer(this, 24, 0);
this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, par1);
this.bipedHead = new ModelRenderer(this, 0, 0);
this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
this.bipedHeadwear = new ModelRenderer(this, 32, 0);
this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
this.bipedBody = new ModelRenderer(this, 16, 16);
this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
this.bipedBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
this.bipedRightArm = new ModelRenderer(this, 40, 16);
this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, par1);
this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + par2, 0.0F);
this.bipedLeftArm = new ModelRenderer(this, 40, 16);
this.bipedLeftArm.mirror = true;
this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, par1);
this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + par2, 0.0F);
this.bipedRightLeg = new ModelRenderer(this, 0, 16);
this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F);
this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
this.bipedLeftLeg.mirror = true;
this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F);
}
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
{
this.setRotationAngles(par2, par3, par4, par5, par6, par7);
this.bipedHead.render(par7);
this.bipedBody.render(par7);
this.bipedRightArm.render(par7);
this.bipedLeftArm.render(par7);
this.bipedRightLeg.render(par7);
this.bipedLeftLeg.render(par7);
this.bipedHeadwear.render(par7);
}
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
{
this.bipedHead.rotateAngleY = par4 / (180F / (float)Math.PI);
this.bipedHead.rotateAngleX = par5 / (180F / (float)Math.PI);
this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
this.bipedRightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F;
this.bipedLeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F;
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
this.bipedLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
this.bipedRightLeg.rotateAngleY = 0.0F;
this.bipedLeftLeg.rotateAngleY = 0.0F;
if (this.isRiding)
{
this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F);
this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F);
this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F);
this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F);
}
if (this.heldItemLeft != 0)
{
this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
}
if (this.heldItemRight != 0)
{
this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
}
this.bipedRightArm.rotateAngleY = 0.0F;
this.bipedLeftArm.rotateAngleY = 0.0F;
float var7;
float var8;
if (this.onGround > -9990.0F)
{
var7 = this.onGround;
this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(var7) * (float)Math.PI * 2.0F) * 0.2F;
this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY;
this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY;
this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY;
var7 = 1.0F - this.onGround;
var7 *= var7;
var7 *= var7;
var7 = 1.0F - var7;
var8 = MathHelper.sin(var7 * (float)Math.PI);
float var9 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F;
this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)var8 * 1.2D + (double)var9));
this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F;
}
if (this.isSneak)
{
this.bipedBody.rotateAngleX = 0.5F;
this.bipedRightArm.rotateAngleX += 0.4F;
this.bipedLeftArm.rotateAngleX += 0.4F;
this.bipedRightLeg.rotationPointZ = 4.0F;
this.bipedLeftLeg.rotationPointZ = 4.0F;
this.bipedRightLeg.rotationPointY = 9.0F;
this.bipedLeftLeg.rotationPointY = 9.0F;
this.bipedHead.rotationPointY = 1.0F;
}
else
{
this.bipedBody.rotateAngleX = 0.0F;
this.bipedRightLeg.rotationPointZ = 0.0F;
this.bipedLeftLeg.rotationPointZ = 0.0F;
this.bipedRightLeg.rotationPointY = 12.0F;
this.bipedLeftLeg.rotationPointY = 12.0F;
this.bipedHead.rotationPointY = 0.0F;
}
this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
if (this.aimedBow)
{
var7 = 0.0F;
var8 = 0.0F;
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightArm.rotateAngleY = -(0.1F - var7 * 0.6F) + this.bipedHead.rotateAngleY;
this.bipedLeftArm.rotateAngleY = 0.1F - var7 * 0.6F + this.bipedHead.rotateAngleY + 0.4F;
this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
this.bipedRightArm.rotateAngleX -= var7 * 1.2F - var8 * 0.4F;
this.bipedLeftArm.rotateAngleX -= var7 * 1.2F - var8 * 0.4F;
this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
}
}
/**
* renders the ears (specifically, deadmau5's)
*/
public void renderEars(float par1)
{
this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY;
this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX;
this.bipedEars.rotationPointX = 0.0F;
this.bipedEars.rotationPointY = 0.0F;
this.bipedEars.render(par1);
}
/**
* Renders the cloak of the current biped (in most cases, it's a player)
*/
public void renderCloak(float par1)
{
this.bipedCloak.render(par1);
}
}
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10
Yep, I got it, Added the mobs to the RenderManager.class
All good now
All good now
Never Mind, I think I just figured it out.
sed11Unless the Entity's name is the same as the Model's and that works, and the Model has the same shapes/dimensions as the regular Wolf model.
made it with MCP, and yes to everything above. I renders as a steve/biped model insteas of a wolf model
Its easier to make it use a model though with ModLoader.
Unless the Entity's name is the same as the Model's and that works, and the Model has the same shapes/dimensions as the regular Wolf model.
Did you make it with Techne?If you did, did you choose the wolf model and not the biped?
Unless the Entity's name is the same as the Model's and that works, and the Model has the same shapes/dimensions as the regular Wolf model.
Did you make it with Techne?If you did, did you choose the wolf model and not the biped?
No im trying not to use modloader, but thanks
Assuming you're using modloader, you need to add the following to your mod_ file:
public void addRenderer(Map map){
map.put(EntitySnowWolf.class, new RenderSnowWolf(new ModelSnowWolf(), 1f));
}
could I also use that directly in the EntitySnowWolf.class file?
They use the steve/human/biped model
Do you mean their Render is like Steve's or that they use the Biped/Human/Steve model?
same thing happens to me it renders a a steve in a pig shape