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