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@tinkerstudent
Last active February 20, 2016 17:09
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package com.tinkeracademy.minecraft;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT)
public class SnitchModel extends ModelBase
{
// private ModelRenderer batHead;
// /** The body box of the bat model. */
private ModelRenderer batBody;
// /** The inner right wing box of the bat model. */
// private ModelRenderer batRightWing;
// /** The inner left wing box of the bat model. */
// private ModelRenderer batLeftWing;
// /** The outer right wing box of the bat model. */
// private ModelRenderer batOuterRightWing;
// /** The outer left wing box of the bat model. */
// private ModelRenderer batOuterLeftWing;
private static final String __OBFID = "CL_00000830";
public SnitchModel()
{
this.textureWidth = 64;
this.textureHeight = 64;
// this.batHead = new ModelRenderer(this, 0, 0);
// this.batHead.addBox(-3.0F, -3.0F, -3.0F, 6, 6, 6);
ModelRenderer modelrenderer = new ModelRenderer(this, 24, 0);
modelrenderer.addBox(-4.0F, -6.0F, -2.0F, 3, 4, 1);
// this.batHead.addChild(modelrenderer);
ModelRenderer modelrenderer1 = new ModelRenderer(this, 24, 0);
modelrenderer1.mirror = true;
modelrenderer1.addBox(1.0F, -6.0F, -2.0F, 3, 4, 1);
// this.batHead.addChild(modelrenderer1);
this.batBody = new ModelRenderer(this, 0, 16);
this.batBody.addBox(-3.0F, 4.0F, -3.0F, 6, 12, 6);
this.batBody.setTextureOffset(0, 34).addBox(-5.0F, 16.0F, 0.0F, 10, 6, 1);
// this.batRightWing = new ModelRenderer(this, 42, 0);
// this.batRightWing.addBox(-12.0F, 1.0F, 1.5F, 10, 16, 1);
// this.batOuterRightWing = new ModelRenderer(this, 24, 16);
// this.batOuterRightWing.setRotationPoint(-12.0F, 1.0F, 1.5F);
// this.batOuterRightWing.addBox(-8.0F, 1.0F, 0.0F, 8, 12, 1);
// this.batLeftWing = new ModelRenderer(this, 42, 0);
// this.batLeftWing.mirror = true;
// this.batLeftWing.addBox(2.0F, 1.0F, 1.5F, 10, 16, 1);
// this.batOuterLeftWing = new ModelRenderer(this, 24, 16);
// this.batOuterLeftWing.mirror = true;
// this.batOuterLeftWing.setRotationPoint(12.0F, 1.0F, 1.5F);
// this.batOuterLeftWing.addBox(0.0F, 1.0F, 0.0F, 8, 12, 1);
// this.batBody.addChild(this.batRightWing);
// this.batBody.addChild(this.batLeftWing);
// this.batRightWing.addChild(this.batOuterRightWing);
// this.batLeftWing.addChild(this.batOuterLeftWing);
}
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float p_78088_7_)
{
this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, p_78088_7_, p_78088_1_);
// this.batHead.render(p_78088_7_);
this.batBody.render(p_78088_7_);
}
/**
* 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 p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity p_78087_7_)
{
float f6;
f6 = (180F / (float)Math.PI);
// this.batHead.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
// this.batHead.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
// this.batHead.rotateAngleZ = 0.0F;
// this.batHead.setRotationPoint(0.0F, 0.0F, 0.0F);
// this.batRightWing.setRotationPoint(0.0F, 0.0F, 0.0F);
// this.batLeftWing.setRotationPoint(0.0F, 0.0F, 0.0F);
this.batBody.rotateAngleX = ((float)Math.PI / 4F) + MathHelper.cos(p_78087_3_ * 0.1F) * 0.15F;
this.batBody.rotateAngleY = 0.0F;
// this.batRightWing.rotateAngleY = MathHelper.cos(p_78087_3_ * 1.3F) * (float)Math.PI * 0.25F;
// this.batLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY;
// this.batOuterRightWing.rotateAngleY = this.batRightWing.rotateAngleY * 0.5F;
// this.batOuterLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY * 0.5F;
}
}
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