/******************************************************************** 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 "QuadrupedModel.hpp" #include "common/Mth.hpp" QuadrupedModel::QuadrupedModel(int i, float f) : Model(64, 32), m_head(0, 0), m_unknown(0, 0), m_body(28, 8), m_leg1(0, 16), m_leg2(0, 16), m_leg3(0, 16), m_leg4(0, 16) { field_28C = 8.0f; field_290 = 4.0f; m_head.setModel(this); m_body.setModel(this); m_leg1.setModel(this); m_leg2.setModel(this); m_leg3.setModel(this); m_leg4.setModel(this); m_head.addBox(-4, -4, -8, 8, 8, 8, f); m_head.setPos(0, 18 - float(i), -6); m_body.addBox(-5, -10, -7, 10, 16, 8, f); m_body.setPos(0, 17 - float(i), 2); m_leg1.addBox(-2, 0, -2, 4, i, 4, f); m_leg1.setPos(-3, 24 - float(i), 7); m_leg2.addBox(-2, 0, -2, 4, i, 4, f); m_leg2.setPos(3, 24 - float(i), 7); m_leg3.addBox(-2, 0, -2, 4, i, 4, f); m_leg3.setPos(-3, 24 - float(i), -5); m_leg4.addBox(-2, 0, -2, 4, i, 4, f); m_leg4.setPos(3, 24 - float(i), -5); } QuadrupedModel::~QuadrupedModel() { } // NOTE: Model::render now takes an Entity pointer... It's unused, though... void QuadrupedModel::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 * field_28C, f * field_290); m_head.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_leg3.render(f); m_leg4.render(f); glPopMatrix(); } else { m_head.render(f); m_body.render(f); m_leg1.render(f); m_leg2.render(f); m_leg3.render(f); m_leg4.render(f); } } void QuadrupedModel::setupAnim(float a2, float a3, float a4, float a5, float a6, float a7) { m_head.m_rotX = a6 / (float)(180.0f / 3.1416f); m_head.m_rotY = a5 / (float)(180.0f / 3.1416f); m_body.m_rotX = 90.0f / (float)(180.0f / 3.1416f); float footAng = (Mth::cos(a2 * 0.6662f) * 1.4f) * a3; m_leg1.m_rotX = footAng; m_leg4.m_rotX = footAng; m_leg2.m_rotX = -footAng; m_leg3.m_rotX = -footAng; }