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