    001    package net.minecraft.src;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005
    006    @SideOnly(Side.CLIENT)
    007    public class ModelVillager extends ModelBase
    008    {
    009        /** The head box of the VillagerModel */
    010        public ModelRenderer villagerHead;
    011
    012        /** The body of the VillagerModel */
    013        public ModelRenderer villagerBody;
    014
    015        /** The arms of the VillagerModel */
    016        public ModelRenderer villagerArms;
    017
    018        /** The right leg of the VillagerModel */
    019        public ModelRenderer rightVillagerLeg;
    020
    021        /** The left leg of the VillagerModel */
    022        public ModelRenderer leftVillagerLeg;
    023
    024        public ModelVillager(float par1)
    025        {
    026            this(par1, 0.0F);
    027        }
    028
    029        public ModelVillager(float par1, float par2)
    030        {
    031            byte var3 = 64;
    032            byte var4 = 64;
    033            this.villagerHead = (new ModelRenderer(this)).setTextureSize(var3, var4);
    034            this.villagerHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    035            this.villagerHead.setTextureOffset(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1);
    036            this.villagerHead.setTextureOffset(24, 0).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, par1);
    037            this.villagerBody = (new ModelRenderer(this)).setTextureSize(var3, var4);
    038            this.villagerBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    039            this.villagerBody.setTextureOffset(16, 20).addBox(-4.0F, 0.0F, -3.0F, 8, 12, 6, par1);
    040            this.villagerBody.setTextureOffset(0, 38).addBox(-4.0F, 0.0F, -3.0F, 8, 18, 6, par1 + 0.5F);
    041            this.villagerArms = (new ModelRenderer(this)).setTextureSize(var3, var4);
    042            this.villagerArms.setRotationPoint(0.0F, 0.0F + par2 + 2.0F, 0.0F);
    043            this.villagerArms.setTextureOffset(44, 22).addBox(-8.0F, -2.0F, -2.0F, 4, 8, 4, par1);
    044            this.villagerArms.setTextureOffset(44, 22).addBox(4.0F, -2.0F, -2.0F, 4, 8, 4, par1);
    045            this.villagerArms.setTextureOffset(40, 38).addBox(-4.0F, 2.0F, -2.0F, 8, 4, 4, par1);
    046            this.rightVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
    047            this.rightVillagerLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F);
    048            this.rightVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
    049            this.leftVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
    050            this.leftVillagerLeg.mirror = true;
    051            this.leftVillagerLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F);
    052            this.leftVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
    053        }
    054
    055        /**
    056         * Sets the models various rotation angles then renders the model.
    057         */
    058        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    059        {
    060            this.setRotationAngles(par2, par3, par4, par5, par6, par7);
    061            this.villagerHead.render(par7);
    062            this.villagerBody.render(par7);
    063            this.rightVillagerLeg.render(par7);
    064            this.leftVillagerLeg.render(par7);
    065            this.villagerArms.render(par7);
    066        }
    067
    068        /**
    069         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    070         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    071         * "far" arms and legs can swing at most.
    072         */
    073        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
    074        {
    075            this.villagerHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    076            this.villagerHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    077            this.villagerArms.rotationPointY = 3.0F;
    078            this.villagerArms.rotationPointZ = -1.0F;
    079            this.villagerArms.rotateAngleX = -0.75F;
    080            this.rightVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2 * 0.5F;
    081            this.leftVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2 * 0.5F;
    082            this.rightVillagerLeg.rotateAngleY = 0.0F;
    083            this.leftVillagerLeg.rotateAngleY = 0.0F;
    084        }
    085    }