package net.minecraft.src;

import org.lwjgl.opengl.GL11;

public class ModelBiped extends ModelBase
{
    public ModelRenderer bipedHead;
    public ModelRenderer bipedHeadwear;
    public ModelRenderer bipedBody;
    public ModelRenderer bipedRightArm;
    public ModelRenderer bipedLeftArm;
    public ModelRenderer bipedRightLeg;
    public ModelRenderer bipedLeftLeg;
    public ModelRenderer bipedEars;
    public ModelRenderer bipedCloak;
    public boolean blockTransparentSkin = false;

    /**
     * Records whether the model should be rendered holding an item in the left hand, and if that item is a block.
     */
    public int heldItemLeft;

    /**
     * Records whether the model should be rendered holding an item in the right hand, and if that item is a block.
     */
    public int heldItemRight;
    public boolean isSneak;

    /** Records whether the model should be rendered aiming a bow. */
    public boolean aimedBow;

    public ModelBiped()
    {
        this(0.0F);
    }

    public ModelBiped(float par1)
    {
        this(par1, 0.0F, 64, 32);
    }

    public ModelBiped(float par1, float par2, int par3, int par4)
    {
        this.textureWidth = par3;
        this.textureHeight = par4;
        this.bipedCloak = new ModelRenderer(this, 0, 0);
        this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, par1);
        this.bipedEars = new ModelRenderer(this, 24, 0);
        this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, par1);
        this.bipedHead = new ModelRenderer(this, 0, 0);
        this.bipedHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
        this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
        this.bipedHeadwear = new ModelRenderer(this, 32, 0);
        this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
        this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
        this.bipedBody = new ModelRenderer(this, 16, 16);
        this.bipedBody.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
        this.bipedBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
        this.bipedRightArm = new ModelRenderer(this, 40, 16);
        this.bipedRightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, par1);
        this.bipedRightArm.setRotationPoint(-5.0F, 2.0F + par2, 0.0F);
        this.bipedLeftArm = new ModelRenderer(this, 40, 16);
        this.bipedLeftArm.mirror = true;
        this.bipedLeftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, par1);
        this.bipedLeftArm.setRotationPoint(5.0F, 2.0F + par2, 0.0F);
        this.bipedRightLeg = new ModelRenderer(this, 0, 16);
        this.bipedRightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
        this.bipedRightLeg.setRotationPoint(-1.9F, 12.0F + par2, 0.0F);
        this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
        this.bipedLeftLeg.mirror = true;
        this.bipedLeftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
        this.bipedLeftLeg.setRotationPoint(1.9F, 12.0F + par2, 0.0F);
    }

    /**
     * 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)
    {
        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);

        if (this.isChild)
        {
            float var8 = 2.0F;
            GL11.glPushMatrix();
            GL11.glScalef(1.5F / var8, 1.5F / var8, 1.5F / var8);
            GL11.glTranslatef(0.0F, 16.0F * par7, 0.0F);
            this.bipedHead.render(par7);
            GL11.glPopMatrix();
            GL11.glPushMatrix();
            GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
            GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
            this.bipedBody.render(par7);
            this.bipedRightArm.render(par7);
            this.bipedLeftArm.render(par7);
            this.bipedRightLeg.render(par7);
            this.bipedLeftLeg.render(par7);
            this.bipedHeadwear.render(par7);
            GL11.glPopMatrix();
        }
        else
        {
            this.bipedHead.render(par7);
            this.bipedBody.render(par7);
            this.bipedRightArm.render(par7);
            this.bipedLeftArm.render(par7);
            this.bipedRightLeg.render(par7);
            this.bipedLeftLeg.render(par7);
            this.bipedHeadwear.render(par7);
        }
    }

    /**
     * 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)
    {
        this.bipedHead.rotateAngleY = par4 / (180F / (float)Math.PI);
        this.bipedHead.rotateAngleX = par5 / (180F / (float)Math.PI);
        this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
        this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
        this.bipedRightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F;
        this.bipedLeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F;
        this.bipedRightArm.rotateAngleZ = 0.0F;
        this.bipedLeftArm.rotateAngleZ = 0.0F;
        this.bipedRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
        this.bipedLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
        this.bipedRightLeg.rotateAngleY = 0.0F;
        this.bipedLeftLeg.rotateAngleY = 0.0F;

        if (this.isRiding)
        {
            this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F);
            this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F);
            this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
            this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
            this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F);
            this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F);
        }

        if (this.heldItemLeft != 0)
        {
            this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
        }

        if (this.heldItemRight != 0)
        {
            this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
        }

        this.bipedRightArm.rotateAngleY = 0.0F;
        this.bipedLeftArm.rotateAngleY = 0.0F;
        float var8;
        float var9;

        if (this.onGround > -9990.0F)
        {
            var8 = this.onGround;
            this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(var8) * (float)Math.PI * 2.0F) * 0.2F;
            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;
            var8 = 1.0F - this.onGround;
            var8 *= var8;
            var8 *= var8;
            var8 = 1.0F - var8;
            var9 = MathHelper.sin(var8 * (float)Math.PI);
            float var10 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F;
            this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)var9 * 1.2D + (double)var10));
            this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
            this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (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;
            this.bipedHeadwear.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.bipedHeadwear.rotationPointY = 0.0F;
        }

        this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
        this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
        this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
        this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;

        if (this.aimedBow)
        {
            var8 = 0.0F;
            var9 = 0.0F;
            this.bipedRightArm.rotateAngleZ = 0.0F;
            this.bipedLeftArm.rotateAngleZ = 0.0F;
            this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F) + this.bipedHead.rotateAngleY;
            this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F + 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;
            this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
            this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F;
            this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
            this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
            this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
            this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
        }
    }

    /**
     * renders the ears (specifically, deadmau5's)
     */
    public void renderEars(float par1)
    {
        this.bipedEars.rotateAngleY = this.bipedHead.rotateAngleY;
        this.bipedEars.rotateAngleX = this.bipedHead.rotateAngleX;
        this.bipedEars.rotationPointX = 0.0F;
        this.bipedEars.rotationPointY = 0.0F;
        this.bipedEars.render(par1);
    }

    /**
     * Renders the cloak of the current biped (in most cases, it's a player)
     */
    public void renderCloak(float par1)
    {
        this.bipedCloak.render(par1);
    }
}
