package net.minecraft.client.model;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelChicken extends ModelBase
{
    public ModelRenderer head;
    public ModelRenderer body;
    public ModelRenderer rightLeg;
    public ModelRenderer leftLeg;
    public ModelRenderer rightWing;
    public ModelRenderer leftWing;
    public ModelRenderer bill;
    public ModelRenderer chin;

    public ModelChicken()
    {
        int i = 16;
        this.head = new ModelRenderer(this, 0, 0);
        this.head.addBox(-2.0F, -6.0F, -2.0F, 4, 6, 3, 0.0F);
        this.head.setRotationPoint(0.0F, (float)(-1 + i), -4.0F);
        this.bill = new ModelRenderer(this, 14, 0);
        this.bill.addBox(-2.0F, -4.0F, -4.0F, 4, 2, 2, 0.0F);
        this.bill.setRotationPoint(0.0F, (float)(-1 + i), -4.0F);
        this.chin = new ModelRenderer(this, 14, 4);
        this.chin.addBox(-1.0F, -2.0F, -3.0F, 2, 2, 2, 0.0F);
        this.chin.setRotationPoint(0.0F, (float)(-1 + i), -4.0F);
        this.body = new ModelRenderer(this, 0, 9);
        this.body.addBox(-3.0F, -4.0F, -3.0F, 6, 8, 6, 0.0F);
        this.body.setRotationPoint(0.0F, (float)i, 0.0F);
        this.rightLeg = new ModelRenderer(this, 26, 0);
        this.rightLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
        this.rightLeg.setRotationPoint(-2.0F, (float)(3 + i), 1.0F);
        this.leftLeg = new ModelRenderer(this, 26, 0);
        this.leftLeg.addBox(-1.0F, 0.0F, -3.0F, 3, 5, 3);
        this.leftLeg.setRotationPoint(1.0F, (float)(3 + i), 1.0F);
        this.rightWing = new ModelRenderer(this, 24, 13);
        this.rightWing.addBox(0.0F, 0.0F, -3.0F, 1, 4, 6);
        this.rightWing.setRotationPoint(-4.0F, (float)(-3 + i), 0.0F);
        this.leftWing = new ModelRenderer(this, 24, 13);
        this.leftWing.addBox(-1.0F, 0.0F, -3.0F, 1, 4, 6);
        this.leftWing.setRotationPoint(4.0F, (float)(-3 + i), 0.0F);
    }

    /**
     * Sets the models various rotation angles then renders the model.
     */
    public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
    {
        this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);

        if (this.isChild)
        {
            float f = 2.0F;
            GlStateManager.pushMatrix();
            GlStateManager.translate(0.0F, 5.0F * scale, 2.0F * scale);
            this.head.render(scale);
            this.bill.render(scale);
            this.chin.render(scale);
            GlStateManager.popMatrix();
            GlStateManager.pushMatrix();
            GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
            GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
            this.body.render(scale);
            this.rightLeg.render(scale);
            this.leftLeg.render(scale);
            this.rightWing.render(scale);
            this.leftWing.render(scale);
            GlStateManager.popMatrix();
        }
        else
        {
            this.head.render(scale);
            this.bill.render(scale);
            this.chin.render(scale);
            this.body.render(scale);
            this.rightLeg.render(scale);
            this.leftLeg.render(scale);
            this.rightWing.render(scale);
            this.leftWing.render(scale);
        }
    }

    /**
     * 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 p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
    {
        this.head.rotateAngleX = p_78087_5_ / (180F / (float)Math.PI);
        this.head.rotateAngleY = p_78087_4_ / (180F / (float)Math.PI);
        this.bill.rotateAngleX = this.head.rotateAngleX;
        this.bill.rotateAngleY = this.head.rotateAngleY;
        this.chin.rotateAngleX = this.head.rotateAngleX;
        this.chin.rotateAngleY = this.head.rotateAngleY;
        this.body.rotateAngleX = ((float)Math.PI / 2F);
        this.rightLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F) * 1.4F * p_78087_2_;
        this.leftLeg.rotateAngleX = MathHelper.cos(p_78087_1_ * 0.6662F + (float)Math.PI) * 1.4F * p_78087_2_;
        this.rightWing.rotateAngleZ = p_78087_3_;
        this.leftWing.rotateAngleZ = -p_78087_3_;
    }
}
