package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT)
public class ModelPig extends ModelQuadruped
{
private static final String __OBFID = "CL_00000849";
public ModelPig()
{
this(0.0F);
}
public ModelPig(float p_i1151_1_)
{
super(6, p_i1151_1_);
this.head.setTextureOffset(16, 16).addBox(-2.0F, 0.0F, -9.0F, 4, 3, 1, p_i1151_1_);
this.field_78145_g = 4.0F;
}
}
On regarde donc ModelQuadruped
package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class ModelQuadruped extends ModelBase
{
public ModelRenderer head = new ModelRenderer(this, 0, 0);
public ModelRenderer body;
public ModelRenderer leg1;
public ModelRenderer leg2;
public ModelRenderer leg3;
public ModelRenderer leg4;
protected float field_78145_g = 8.0F;
protected float field_78151_h = 4.0F;
private static final String __OBFID = "CL_00000851";
public ModelQuadruped(int p_i1154_1_, float p_i1154_2_)
{
this.head.addBox(-4.0F, -4.0F, -8.0F, 8, 8, 8, p_i1154_2_);
this.head.setRotationPoint(0.0F, (float)(18 - p_i1154_1_), -6.0F);
this.body = new ModelRenderer(this, 28, 8);
this.body.addBox(-5.0F, -10.0F, -7.0F, 10, 16, 8, p_i1154_2_);
this.body.setRotationPoint(0.0F, (float)(17 - p_i1154_1_), 2.0F);
this.leg1 = new ModelRenderer(this, 0, 16);
this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
this.leg1.setRotationPoint(-3.0F, (float)(24 - p_i1154_1_), 7.0F);
this.leg2 = new ModelRenderer(this, 0, 16);
this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
this.leg2.setRotationPoint(3.0F, (float)(24 - p_i1154_1_), 7.0F);
this.leg3 = new ModelRenderer(this, 0, 16);
this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
this.leg3.setRotationPoint(-3.0F, (float)(24 - p_i1154_1_), -5.0F);
this.leg4 = new ModelRenderer(this, 0, 16);
this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_);
this.leg4.setRotationPoint(3.0F, (float)(24 - p_i1154_1_), -5.0F);
}
/**
* 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_);
if (this.isChild)
{
float f6 = 2.0F;
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, this.field_78145_g * p_78088_7_, this.field_78151_h * p_78088_7_);
this.head.render(p_78088_7_);
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6);
GL11.glTranslatef(0.0F, 24.0F * p_78088_7_, 0.0F);
this.body.render(p_78088_7_);
this.leg1.render(p_78088_7_);
this.leg2.render(p_78088_7_);
this.leg3.render(p_78088_7_);
this.leg4.render(p_78088_7_);
GL11.glPopMatrix();
}
else
{
this.head.render(p_78088_7_);
this.body.render(p_78088_7_);
this.leg1.render(p_78088_7_);
this.leg2.render(p_78088_7_);
this.leg3.render(p_78088_7_);
this.leg4.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 = (180F / (float)Math.PI);
this.head.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
this.head.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
this.body.rotateAngleX = ((float)Math.PI / 2F);
this.leg1.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
this.leg2.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
this.leg3.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
this.leg4.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
}
}
Dans tous les cas pour ta recherche c’est dans “package net.minecraft.client.model”
Après moi j’aime la classe modèle du loup alors je la mets de nouveau en avant Xd
package net.minecraft.client.model;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.passive.EntityWolf;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
@SideOnly(Side.CLIENT)
public class ModelWolf extends ModelBase
{
/** main box for the wolf head */
public ModelRenderer wolfHeadMain;
/** The wolf's body */
public ModelRenderer wolfBody;
/** Wolf'se first leg */
public ModelRenderer wolfLeg1;
/** Wolf's second leg */
public ModelRenderer wolfLeg2;
/** Wolf's third leg */
public ModelRenderer wolfLeg3;
/** Wolf's fourth leg */
public ModelRenderer wolfLeg4;
/** The wolf's tail */
ModelRenderer wolfTail;
/** The wolf's mane */
ModelRenderer wolfMane;
private static final String __OBFID = "CL_00000868";
public ModelWolf()
{
float f = 0.0F;
float f1 = 13.5F;
this.wolfHeadMain = new ModelRenderer(this, 0, 0);
this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, f);
this.wolfHeadMain.setRotationPoint(-1.0F, f1, -7.0F);
this.wolfBody = new ModelRenderer(this, 18, 14);
this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, f);
this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
this.wolfMane = new ModelRenderer(this, 21, 0);
this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, f);
this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F);
this.wolfLeg1 = new ModelRenderer(this, 0, 18);
this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
this.wolfLeg2 = new ModelRenderer(this, 0, 18);
this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
this.wolfLeg3 = new ModelRenderer(this, 0, 18);
this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
this.wolfLeg4 = new ModelRenderer(this, 0, 18);
this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
this.wolfTail = new ModelRenderer(this, 9, 18);
this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, f);
this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, f);
this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, f);
this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, f);
}
/**
* 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_)
{
super.render(p_78088_1_, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, 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_);
if (this.isChild)
{
float f6 = 2.0F;
GL11.glPushMatrix();
GL11.glTranslatef(0.0F, 5.0F * p_78088_7_, 2.0F * p_78088_7_);
this.wolfHeadMain.renderWithRotation(p_78088_7_);
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6);
GL11.glTranslatef(0.0F, 24.0F * p_78088_7_, 0.0F);
this.wolfBody.render(p_78088_7_);
this.wolfLeg1.render(p_78088_7_);
this.wolfLeg2.render(p_78088_7_);
this.wolfLeg3.render(p_78088_7_);
this.wolfLeg4.render(p_78088_7_);
this.wolfTail.renderWithRotation(p_78088_7_);
this.wolfMane.render(p_78088_7_);
GL11.glPopMatrix();
}
else
{
this.wolfHeadMain.renderWithRotation(p_78088_7_);
this.wolfBody.render(p_78088_7_);
this.wolfLeg1.render(p_78088_7_);
this.wolfLeg2.render(p_78088_7_);
this.wolfLeg3.render(p_78088_7_);
this.wolfLeg4.render(p_78088_7_);
this.wolfTail.renderWithRotation(p_78088_7_);
this.wolfMane.render(p_78088_7_);
}
}
/**
* Used for easily adding entity-dependent animations. The second and third float params here are the same second
* and third as in the setRotationAngles method.
*/
public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_)
{
EntityWolf entitywolf = (EntityWolf)p_78086_1_;
if (entitywolf.isAngry())
{
this.wolfTail.rotateAngleY = 0.0F;
}
else
{
this.wolfTail.rotateAngleY = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
}
if (entitywolf.isSitting())
{
this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
this.wolfMane.rotateAngleY = 0.0F;
this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg3.rotateAngleX = 5.811947F;
this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
this.wolfLeg4.rotateAngleX = 5.811947F;
this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
}
else
{
this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
this.wolfLeg1.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
this.wolfLeg2.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
this.wolfLeg3.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
this.wolfLeg4.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
}
this.wolfHeadMain.rotateAngleZ = entitywolf.getInterestedAngle(p_78086_4_) + entitywolf.getShakeAngle(p_78086_4_, 0.0F);
this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.08F);
this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.16F);
this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.2F);
}
/**
* 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_)
{
super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, p_78087_7_);
this.wolfHeadMain.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
this.wolfHeadMain.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
this.wolfTail.rotateAngleX = p_78087_3_;
}
}