    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 ModelSilverfish extends ModelBase
    008    {
    009        /** The body parts of the silverfish's model. */
    010        private ModelRenderer[] silverfishBodyParts = new ModelRenderer[7];
    011
    012        /** The wings (dust-looking sprites) on the silverfish's model. */
    013        private ModelRenderer[] silverfishWings;
    014        private float[] field_78170_c = new float[7];
    015
    016        /** The widths, heights, and lengths for the silverfish model boxes. */
    017        private static final int[][] silverfishBoxLength = new int[][] {{3, 2, 2}, {4, 3, 2}, {6, 4, 3}, {3, 3, 3}, {2, 2, 3}, {2, 1, 2}, {1, 1, 2}};
    018
    019        /** The texture positions for the silverfish's model's boxes. */
    020        private static final int[][] silverfishTexturePositions = new int[][] {{0, 0}, {0, 4}, {0, 9}, {0, 16}, {0, 22}, {11, 0}, {13, 4}};
    021
    022        public ModelSilverfish()
    023        {
    024            float var1 = -3.5F;
    025
    026            for (int var2 = 0; var2 < this.silverfishBodyParts.length; ++var2)
    027            {
    028                this.silverfishBodyParts[var2] = new ModelRenderer(this, silverfishTexturePositions[var2][0], silverfishTexturePositions[var2][1]);
    029                this.silverfishBodyParts[var2].addBox((float)silverfishBoxLength[var2][0] * -0.5F, 0.0F, (float)silverfishBoxLength[var2][2] * -0.5F, silverfishBoxLength[var2][0], silverfishBoxLength[var2][1], silverfishBoxLength[var2][2]);
    030                this.silverfishBodyParts[var2].setRotationPoint(0.0F, (float)(24 - silverfishBoxLength[var2][1]), var1);
    031                this.field_78170_c[var2] = var1;
    032
    033                if (var2 < this.silverfishBodyParts.length - 1)
    034                {
    035                    var1 += (float)(silverfishBoxLength[var2][2] + silverfishBoxLength[var2 + 1][2]) * 0.5F;
    036                }
    037            }
    038
    039            this.silverfishWings = new ModelRenderer[3];
    040            this.silverfishWings[0] = new ModelRenderer(this, 20, 0);
    041            this.silverfishWings[0].addBox(-5.0F, 0.0F, (float)silverfishBoxLength[2][2] * -0.5F, 10, 8, silverfishBoxLength[2][2]);
    042            this.silverfishWings[0].setRotationPoint(0.0F, 16.0F, this.field_78170_c[2]);
    043            this.silverfishWings[1] = new ModelRenderer(this, 20, 11);
    044            this.silverfishWings[1].addBox(-3.0F, 0.0F, (float)silverfishBoxLength[4][2] * -0.5F, 6, 4, silverfishBoxLength[4][2]);
    045            this.silverfishWings[1].setRotationPoint(0.0F, 20.0F, this.field_78170_c[4]);
    046            this.silverfishWings[2] = new ModelRenderer(this, 20, 18);
    047            this.silverfishWings[2].addBox(-3.0F, 0.0F, (float)silverfishBoxLength[4][2] * -0.5F, 6, 5, silverfishBoxLength[1][2]);
    048            this.silverfishWings[2].setRotationPoint(0.0F, 19.0F, this.field_78170_c[1]);
    049        }
    050
    051        /**
    052         * Sets the models various rotation angles then renders the model.
    053         */
    054        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    055        {
    056            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    057            int var8;
    058
    059            for (var8 = 0; var8 < this.silverfishBodyParts.length; ++var8)
    060            {
    061                this.silverfishBodyParts[var8].render(par7);
    062            }
    063
    064            for (var8 = 0; var8 < this.silverfishWings.length; ++var8)
    065            {
    066                this.silverfishWings[var8].render(par7);
    067            }
    068        }
    069
    070        /**
    071         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    072         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    073         * "far" arms and legs can swing at most.
    074         */
    075        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    076        {
    077            for (int var8 = 0; var8 < this.silverfishBodyParts.length; ++var8)
    078            {
    079                this.silverfishBodyParts[var8].rotateAngleY = MathHelper.cos(par3 * 0.9F + (float)var8 * 0.15F * (float)Math.PI) * (float)Math.PI * 0.05F * (float)(1 + Math.abs(var8 - 2));
    080                this.silverfishBodyParts[var8].rotationPointX = MathHelper.sin(par3 * 0.9F + (float)var8 * 0.15F * (float)Math.PI) * (float)Math.PI * 0.2F * (float)Math.abs(var8 - 2);
    081            }
    082
    083            this.silverfishWings[0].rotateAngleY = this.silverfishBodyParts[2].rotateAngleY;
    084            this.silverfishWings[1].rotateAngleY = this.silverfishBodyParts[4].rotateAngleY;
    085            this.silverfishWings[1].rotationPointX = this.silverfishBodyParts[4].rotationPointX;
    086            this.silverfishWings[2].rotateAngleY = this.silverfishBodyParts[1].rotateAngleY;
    087            this.silverfishWings[2].rotationPointX = this.silverfishBodyParts[1].rotationPointX;
    088        }
    089    }