    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import net.minecraft.entity.Entity;
    006    import net.minecraft.util.MathHelper;
    007
    008    @SideOnly(Side.CLIENT)
    009    public class ModelSnowMan extends ModelBase
    010    {
    011        public ModelRenderer body;
    012        public ModelRenderer bottomBody;
    013        public ModelRenderer head;
    014        public ModelRenderer rightHand;
    015        public ModelRenderer leftHand;
    016
    017        public ModelSnowMan()
    018        {
    019            float var1 = 4.0F;
    020            float var2 = 0.0F;
    021            this.head = (new ModelRenderer(this, 0, 0)).setTextureSize(64, 64);
    022            this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, var2 - 0.5F);
    023            this.head.setRotationPoint(0.0F, 0.0F + var1, 0.0F);
    024            this.rightHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64);
    025            this.rightHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F);
    026            this.rightHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F);
    027            this.leftHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64);
    028            this.leftHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F);
    029            this.leftHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F);
    030            this.body = (new ModelRenderer(this, 0, 16)).setTextureSize(64, 64);
    031            this.body.addBox(-5.0F, -10.0F, -5.0F, 10, 10, 10, var2 - 0.5F);
    032            this.body.setRotationPoint(0.0F, 0.0F + var1 + 9.0F, 0.0F);
    033            this.bottomBody = (new ModelRenderer(this, 0, 36)).setTextureSize(64, 64);
    034            this.bottomBody.addBox(-6.0F, -12.0F, -6.0F, 12, 12, 12, var2 - 0.5F);
    035            this.bottomBody.setRotationPoint(0.0F, 0.0F + var1 + 20.0F, 0.0F);
    036        }
    037
    038        /**
    039         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    040         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    041         * "far" arms and legs can swing at most.
    042         */
    043        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    044        {
    045            super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    046            this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
    047            this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
    048            this.body.rotateAngleY = par4 / (180F / (float)Math.PI) * 0.25F;
    049            float var8 = MathHelper.sin(this.body.rotateAngleY);
    050            float var9 = MathHelper.cos(this.body.rotateAngleY);
    051            this.rightHand.rotateAngleZ = 1.0F;
    052            this.leftHand.rotateAngleZ = -1.0F;
    053            this.rightHand.rotateAngleY = 0.0F + this.body.rotateAngleY;
    054            this.leftHand.rotateAngleY = (float)Math.PI + this.body.rotateAngleY;
    055            this.rightHand.rotationPointX = var9 * 5.0F;
    056            this.rightHand.rotationPointZ = -var8 * 5.0F;
    057            this.leftHand.rotationPointX = -var9 * 5.0F;
    058            this.leftHand.rotationPointZ = var8 * 5.0F;
    059        }
    060
    061        /**
    062         * Sets the models various rotation angles then renders the model.
    063         */
    064        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    065        {
    066            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    067            this.body.render(par7);
    068            this.bottomBody.render(par7);
    069            this.head.render(par7);
    070            this.rightHand.render(par7);
    071            this.leftHand.render(par7);
    072        }
    073    }