Files
mcpe/source/client/model/ChickenModel.cpp
2023-12-05 22:35:57 +02:00

109 lines
2.5 KiB
C++

/********************************************************************
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;
}