Java tutorial
package gravestone.models.block.graves; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import gravestone.models.block.ModelGraveStone; import net.minecraft.client.model.ModelRenderer; import org.lwjgl.opengl.GL11; /** * GraveStone mod * * @author NightKosh * @license Lesser GNU Public License v3 (http://www.gnu.org/licenses/lgpl.html) */ @SideOnly(Side.CLIENT) public class ModelDogStatueGraveStone extends ModelGraveStone { /** * main box for the wolf head */ private ModelRenderer wolfHeadMain; /** * The wolf's body */ private ModelRenderer wolfBody; /** * Wolf'se first leg */ private ModelRenderer wolfLeg1; /** * Wolf's second leg */ private ModelRenderer wolfLeg2; /** * Wolf's third leg */ private ModelRenderer wolfLeg3; /** * Wolf's fourth leg */ private ModelRenderer wolfLeg4; /** * The wolf's mane */ private ModelRenderer wolfMane; /** * The wolf's tail */ ModelRenderer wolfTail; private ModelRenderer bottom; private static final float RAD = 180F / (float) Math.PI; public ModelDogStatueGraveStone() { float f = 0.0F; float f1 = 13.5F; this.wolfHeadMain = new ModelRenderer(this, 0, 0); this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, f); this.wolfHeadMain.setRotationPoint(-1.0F, f1, -7.0F); this.wolfBody = new ModelRenderer(this, 18, 14); this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, f); 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, f); 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, f); 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, f); 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, f); 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, f); 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, f); this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F); this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, f); this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, f); this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, f); } /** * 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 par2, float par3, float par4, float par5) { this.wolfHeadMain.rotateAngleX = -0.08F; 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.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); this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F); this.wolfTail.rotateAngleX = 1.7278761F; } @Override public void renderAll() { this.setRotationAngles(0.0625F, 0.0625F, 0.0625F, 0.0625F); float par7 = 0.0625F; GL11.glPushMatrix(); GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7); this.wolfHeadMain.renderWithRotation(par7); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glScalef(0.5F, 0.5F, 0.5F); GL11.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.wolfMane.render(par7); this.wolfTail.render(par7); GL11.glPopMatrix(); } }