package net.minecraft.src;

import net.lax1dude.eaglercraft.EaglerAdapter;

public class ModelWolf extends ModelBase
{
    /** main box for the wolf head */
    public ModelRenderer wolfHeadMain;

    /** The wolf's body */
    public ModelRenderer wolfBody;

    /** Wolf'se first leg */
    public ModelRenderer wolfLeg1;

    /** Wolf's second leg */
    public ModelRenderer wolfLeg2;

    /** Wolf's third leg */
    public ModelRenderer wolfLeg3;

    /** Wolf's fourth leg */
    public ModelRenderer wolfLeg4;

    /** The wolf's tail */
    ModelRenderer wolfTail;

    /** The wolf's mane */
    ModelRenderer wolfMane;

    public ModelWolf()
    {
        float var1 = 0.0F;
        float var2 = 13.5F;
        this.wolfHeadMain = new ModelRenderer(this, 0, 0);
        this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, var1);
        this.wolfHeadMain.setRotationPoint(-1.0F, var2, -7.0F);
        this.wolfBody = new ModelRenderer(this, 18, 14);
        this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, var1);
        this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
        this.wolfMane = new ModelRenderer(this, 21, 0);
        this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, var1);
        this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F);
        this.wolfLeg1 = new ModelRenderer(this, 0, 18);
        this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
        this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
        this.wolfLeg2 = new ModelRenderer(this, 0, 18);
        this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
        this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
        this.wolfLeg3 = new ModelRenderer(this, 0, 18);
        this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
        this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
        this.wolfLeg4 = new ModelRenderer(this, 0, 18);
        this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
        this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
        this.wolfTail = new ModelRenderer(this, 9, 18);
        this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
        this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
        this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, var1);
        this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, var1);
        this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, var1);
    }

    /**
     * Sets the models various rotation angles then renders the model.
     */
    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    {
        super.render(par1Entity, par2, par3, par4, par5, par6, par7);
        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);

        if (this.isChild)
        {
            float var8 = 2.0F;
            EaglerAdapter.glPushMatrix();
            EaglerAdapter.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
            this.wolfHeadMain.renderWithRotation(par7);
            EaglerAdapter.glPopMatrix();
            EaglerAdapter.glPushMatrix();
            EaglerAdapter.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
            EaglerAdapter.glTranslatef(0.0F, 24.0F * par7, 0.0F);
            this.wolfBody.render(par7);
            this.wolfLeg1.render(par7);
            this.wolfLeg2.render(par7);
            this.wolfLeg3.render(par7);
            this.wolfLeg4.render(par7);
            this.wolfTail.renderWithRotation(par7);
            this.wolfMane.render(par7);
            EaglerAdapter.glPopMatrix();
        }
        else
        {
            this.wolfHeadMain.renderWithRotation(par7);
            this.wolfBody.render(par7);
            this.wolfLeg1.render(par7);
            this.wolfLeg2.render(par7);
            this.wolfLeg3.render(par7);
            this.wolfLeg4.render(par7);
            this.wolfTail.renderWithRotation(par7);
            this.wolfMane.render(par7);
        }
    }

    /**
     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
     * and third as in the setRotationAngles method.
     */
    public void setLivingAnimations(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
    {
        EntityWolf var5 = (EntityWolf)par1EntityLivingBase;

        if (var5.isAngry())
        {
            this.wolfTail.rotateAngleY = 0.0F;
        }
        else
        {
            this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
        }

        if (var5.isSitting())
        {
            this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
            this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
            this.wolfMane.rotateAngleY = 0.0F;
            this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
            this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
            this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
            this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
            this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
            this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
            this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
            this.wolfLeg3.rotateAngleX = 5.811947F;
            this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
            this.wolfLeg4.rotateAngleX = 5.811947F;
            this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
        }
        else
        {
            this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
            this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
            this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
            this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
            this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
            this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
            this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
            this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
            this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
            this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
            this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
            this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
            this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
        }

        this.wolfHeadMain.rotateAngleZ = var5.getInterestedAngle(par4) + var5.getShakeAngle(par4, 0.0F);
        this.wolfMane.rotateAngleZ = var5.getShakeAngle(par4, -0.08F);
        this.wolfBody.rotateAngleZ = var5.getShakeAngle(par4, -0.16F);
        this.wolfTail.rotateAngleZ = var5.getShakeAngle(par4, -0.2F);
    }

    /**
     * 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 void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    {
        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
        this.wolfHeadMain.rotateAngleX = par5 / (180F / (float)Math.PI);
        this.wolfHeadMain.rotateAngleY = par4 / (180F / (float)Math.PI);
        this.wolfTail.rotateAngleX = par3;
    }
}
