public void postRenderArm(float p_187073_1_, EnumHandSide p_187073_2_) { ModelRenderer modelrenderer = this.getArmForSide(p_187073_2_); boolean flag = modelrenderer.showModel; modelrenderer.showModel = true; super.postRenderArm(p_187073_1_, p_187073_2_); modelrenderer.showModel = flag; }
public void postRenderArm(float p_187073_1_, EnumHandSide p_187073_2_) { float f = p_187073_2_ == EnumHandSide.RIGHT ? 1.0F : -1.0F; ModelRenderer modelrenderer = this.getArmForSide(p_187073_2_); modelrenderer.rotationPointX += f; modelrenderer.postRender(p_187073_1_); modelrenderer.rotationPointX -= f; }
public void postRenderArm(float p_187073_1_, EnumHandSide p_187073_2_) { ModelRenderer modelrenderer = this.getArmForSide(p_187073_2_); if (this.smallArms) { float f = 0.5F * (float)(p_187073_2_ == EnumHandSide.RIGHT ? 1 : -1); modelrenderer.rotationPointX += f; modelrenderer.postRender(p_187073_1_); modelrenderer.rotationPointX -= f; } else { modelrenderer.postRender(p_187073_1_); } }
protected ModelRenderer getArmForSide(EnumHandSide p_187074_1_) { return(p_187074_1_ == EnumHandSide.LEFT ? this.bipedLeftArm : this.bipedRightArm); }
public void postRenderArm(float p_187073_1_, EnumHandSide p_187073_2_) { this.getArmForSide(p_187073_2_).postRender(p_187073_1_); }
//@SuppressWarnings("incomplete-switch") /** * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how * "far" arms and legs can swing at most. */ public virtual void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn) { boolean flag = entityIn is EntityLivingBase && ((EntityLivingBase)entityIn).func_184599_cB() > 4; this.bipedHead.rotateAngleY = netHeadYaw * 0.017453292F; if (flag) { this.bipedHead.rotateAngleX = -((float)Math.PI / 4F); } else { this.bipedHead.rotateAngleX = headPitch * 0.017453292F; } this.bipedBody.rotateAngleY = 0.0F; this.bipedRightArm.rotationPointZ = 0.0F; this.bipedRightArm.rotationPointX = -5.0F; this.bipedLeftArm.rotationPointZ = 0.0F; this.bipedLeftArm.rotationPointX = 5.0F; float f = 1.0F; if (flag) { f = (float)(entityIn.motionX * entityIn.motionX + entityIn.motionY * entityIn.motionY + entityIn.motionZ * entityIn.motionZ); f = f / 0.2F; f = f * f * f; } if (f < 1.0F) { f = 1.0F; } //this.bipedRightArm.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float)Math.PI) * 2.0F * limbSwingAmount * 0.5F / f; //this.bipedLeftArm.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 2.0F * limbSwingAmount * 0.5F / f; this.bipedRightArm.rotateAngleZ = 0.0F; this.bipedLeftArm.rotateAngleZ = 0.0F; this.bipedRightLeg.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount / f; this.bipedLeftLeg.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float)Math.PI) * 1.4F * limbSwingAmount / f; this.bipedRightLeg.rotateAngleY = 0.0F; this.bipedLeftLeg.rotateAngleY = 0.0F; this.bipedRightLeg.rotateAngleZ = 0.0F; this.bipedLeftLeg.rotateAngleZ = 0.0F; if (this.isRiding) { this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F); this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F); this.bipedRightLeg.rotateAngleX = -1.4137167F; this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F); this.bipedRightLeg.rotateAngleZ = 0.07853982F; this.bipedLeftLeg.rotateAngleX = -1.4137167F; this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F); this.bipedLeftLeg.rotateAngleZ = -0.07853982F; } this.bipedRightArm.rotateAngleY = 0.0F; this.bipedRightArm.rotateAngleZ = 0.0F; switch (this.leftArmPose) { case ArmPose.EMPTY: this.bipedLeftArm.rotateAngleY = 0.0F; break; case ArmPose.BLOCK: this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - 0.9424779F; this.bipedLeftArm.rotateAngleY = 0.5235988F; break; case ArmPose.ITEM: this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F); this.bipedLeftArm.rotateAngleY = 0.0F; break; } switch (this.rightArmPose) { case ArmPose.EMPTY: this.bipedRightArm.rotateAngleY = 0.0F; break; case ArmPose.BLOCK: this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - 0.9424779F; this.bipedRightArm.rotateAngleY = -0.5235988F; break; case ArmPose.ITEM: this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F); this.bipedRightArm.rotateAngleY = 0.0F; break; } if (this.swingProgress > 0.0F) { EnumHandSide enumhandside = this.getMainHand(entityIn); ModelRenderer modelrenderer = this.getArmForSide(enumhandside); this.getArmForSide(enumhandside.opposite()); float f1 = this.swingProgress; this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(f1) * ((float)Math.PI * 2F)) * 0.2F; if (enumhandside == EnumHandSide.LEFT) { this.bipedBody.rotateAngleY *= -1.0F; } this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F; this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F; this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F; this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F; this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY; this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY; this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY; f1 = 1.0F - this.swingProgress; f1 = f1 * f1; f1 = f1 * f1; f1 = 1.0F - f1; float f2 = MathHelper.sin(f1 * (float)Math.PI); float f3 = MathHelper.sin(this.swingProgress * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F; modelrenderer.rotateAngleX = (float)((double)modelrenderer.rotateAngleX - ((double)f2 * 1.2D + (double)f3)); modelrenderer.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F; modelrenderer.rotateAngleZ += MathHelper.sin(this.swingProgress * (float)Math.PI) * -0.4F; } if (this.isSneak) { this.bipedBody.rotateAngleX = 0.5F; this.bipedRightArm.rotateAngleX += 0.4F; this.bipedLeftArm.rotateAngleX += 0.4F; this.bipedRightLeg.rotationPointZ = 4.0F; this.bipedLeftLeg.rotationPointZ = 4.0F; this.bipedRightLeg.rotationPointY = 9.0F; this.bipedLeftLeg.rotationPointY = 9.0F; this.bipedHead.rotationPointY = 1.0F; } else { this.bipedBody.rotateAngleX = 0.0F; this.bipedRightLeg.rotationPointZ = 0.1F; this.bipedLeftLeg.rotationPointZ = 0.1F; this.bipedRightLeg.rotationPointY = 12.0F; this.bipedLeftLeg.rotationPointY = 12.0F; this.bipedHead.rotationPointY = 0.0F; } //this.bipedRightArm.rotateAngleZ += MathHelper.cos(ageInTicks * 0.09F) * 0.05F + 0.05F; //this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(ageInTicks * 0.09F) * 0.05F + 0.05F; //this.bipedRightArm.rotateAngleX += MathHelper.sin(ageInTicks * 0.067F) * 0.05F; //this.bipedLeftArm.rotateAngleX -= MathHelper.sin(ageInTicks * 0.067F) * 0.05F; if (this.rightArmPose == ModelBiped.ArmPose.BOW_AND_ARROW) { this.bipedRightArm.rotateAngleY = -0.1F + this.bipedHead.rotateAngleY; this.bipedLeftArm.rotateAngleY = 0.1F + this.bipedHead.rotateAngleY + 0.4F; this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; } else if (this.leftArmPose == ModelBiped.ArmPose.BOW_AND_ARROW) { this.bipedRightArm.rotateAngleY = -0.1F + this.bipedHead.rotateAngleY - 0.4F; this.bipedLeftArm.rotateAngleY = 0.1F + this.bipedHead.rotateAngleY; this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX; } copyModelAngles(this.bipedHead, this.bipedHeadwear); }