    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 ModelBlaze extends ModelBase
    008    {
    009        /** The sticks that fly around the Blaze. */
    010        private ModelRenderer[] blazeSticks = new ModelRenderer[12];
    011        private ModelRenderer blazeHead;
    012
    013        public ModelBlaze()
    014        {
    015            for (int var1 = 0; var1 < this.blazeSticks.length; ++var1)
    016            {
    017                this.blazeSticks[var1] = new ModelRenderer(this, 0, 16);
    018                this.blazeSticks[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2);
    019            }
    020
    021            this.blazeHead = new ModelRenderer(this, 0, 0);
    022            this.blazeHead.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
    023        }
    024
    025        public int func_78104_a()
    026        {
    027            return 8;
    028        }
    029
    030        /**
    031         * Sets the models various rotation angles then renders the model.
    032         */
    033        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    034        {
    035            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    036            this.blazeHead.render(par7);
    037
    038            for (int var8 = 0; var8 < this.blazeSticks.length; ++var8)
    039            {
    040                this.blazeSticks[var8].render(par7);
    041            }
    042        }
    043
    044        /**
    045         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    046         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    047         * "far" arms and legs can swing at most.
    048         */
    049        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    050        {
    051            float var8 = par3 * (float)Math.PI * -0.1F;
    052            int var9;
    053
    054            for (var9 = 0; var9 < 4; ++var9)
    055            {
    056                this.blazeSticks[var9].rotationPointY = -2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
    057                this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 9.0F;
    058                this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 9.0F;
    059                ++var8;
    060            }
    061
    062            var8 = ((float)Math.PI / 4F) + par3 * (float)Math.PI * 0.03F;
    063
    064            for (var9 = 4; var9 < 8; ++var9)
    065            {
    066                this.blazeSticks[var9].rotationPointY = 2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
    067                this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 7.0F;
    068                this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 7.0F;
    069                ++var8;
    070            }
    071
    072            var8 = 0.47123894F + par3 * (float)Math.PI * -0.05F;
    073
    074            for (var9 = 8; var9 < 12; ++var9)
    075            {
    076                this.blazeSticks[var9].rotationPointY = 11.0F + MathHelper.cos(((float)var9 * 1.5F + par3) * 0.5F);
    077                this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 5.0F;
    078                this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 5.0F;
    079                ++var8;
    080            }
    081
    082            this.blazeHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    083            this.blazeHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    084        }
    085    }