/******************************************************************** Minecraft: Pocket Edition - Decompilation Project Copyright (C) 2023 iProgramInCpp The following code is licensed under the BSD 1 clause license. SPDX-License-Identifier: BSD-1-Clause ********************************************************************/ #include "ChickenModel.hpp" #include "common/Mth.hpp" ChickenModel::ChickenModel() : Model(64, 32), m_head(0, 0), m_unknown(0, 0), m_body(0, 9), m_leg1(26, 0), m_leg2(26, 0), m_wing1(24, 13), m_wing2(24, 13), m_beak(14, 0), m_wattle(14, 4) // Yes, it's called a wattle. Look it up. { m_head.setModel(this); m_beak.setModel(this); m_wattle.setModel(this); m_body.setModel(this); m_leg1.setModel(this); m_leg2.setModel(this); m_wing1.setModel(this); m_wing2.setModel(this); m_head.addBox(-2, -6, -2, 4, 6, 3); m_head.setPos(0, 15, -4); m_beak.addBox(-2, -4, -4, 4, 2, 2, 0); m_beak.setPos(0, 15, -4); m_wattle.addBox(-1, -2, -3, 2, 2, 2, 0); m_wattle.setPos(0, 15, -4); m_body.addBox(-3, -4, -3, 6, 8, 6, 0); m_body.setPos(0, 16, 0); m_leg1.addBox(-1, 0, -3, 3, 5, 3); m_leg1.setPos(-2, 19, 1); m_leg2.addBox(-1, 0, -3, 3, 5, 3); m_leg2.setPos(1, 19, 1); m_wing1.addBox(0, 0, -3, 1, 4, 6); m_wing1.setPos(-4, 13, 0); m_wing2.addBox(-1, 0, -3, 1, 4, 6); m_wing2.setPos(4, 13, 0); } ChickenModel::~ChickenModel() { } void ChickenModel::render(float a, float b, float c, float d, float e, float f) { setupAnim(a, b, c, d, e, f); if (m_bIsBaby) { glPushMatrix(); glTranslatef(0.0f, f * 5.0f, f * 2.0f); m_head.render(f); m_beak.render(f); m_wattle.render(f); glPopMatrix(); glPushMatrix(); glScalef(0.5f, 0.5f, 0.5f); glTranslatef(0.0f, f * 24.0f, 0.0f); m_body.render(f); m_leg1.render(f); m_leg2.render(f); m_wing1.render(f); m_wing2.render(f); glPopMatrix(); } else { m_head.render(f); m_beak.render(f); m_wattle.render(f); m_body.render(f); m_leg1.render(f); m_leg2.render(f); m_wing1.render(f); m_wing2.render(f); } } void ChickenModel::setupAnim(float a, float b, float c, float d, float e, float f) { // TODO: Why do I need to invert the rotation again? float rotX = e / (-180.0f / 3.1416f); m_head.m_rotX = -rotX; m_beak.m_rotX = -rotX; m_wattle.m_rotX = -rotX; float rotY = d / (180.0f / 3.1416f); m_head.m_rotY = rotY; m_beak.m_rotY = rotY; m_wattle.m_rotY = rotY; m_body.m_rotX = 90.0f / (180.0f / 3.1416f); m_wing1.m_rotZ = c; m_wing2.m_rotZ = -c; float footAng = (Mth::cos(a * 0.6662f) * 1.4f) * b; m_leg1.m_rotX = footAng; m_leg2.m_rotX = -footAng; }