    001package net.minecraft.client.model;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.entity.Entity;
    006
    007@SideOnly(Side.CLIENT)
    008public class ModelSkeletonHead extends ModelBase
    009{
    010    public ModelRenderer skeletonHead;
    011
    012    public ModelSkeletonHead()
    013    {
    014        this(0, 35, 64, 64);
    015    }
    016
    017    public ModelSkeletonHead(int par1, int par2, int par3, int par4)
    018    {
    019        this.textureWidth = par3;
    020        this.textureHeight = par4;
    021        this.skeletonHead = new ModelRenderer(this, par1, par2);
    022        this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);
    023        this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F);
    024    }
    025
    026    /**
    027     * Sets the models various rotation angles then renders the model.
    028     */
    029    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    030    {
    031        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    032        this.skeletonHead.render(par7);
    033    }
    034
    035    /**
    036     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    037     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    038     * "far" arms and legs can swing at most.
    039     */
    040    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    041    {
    042        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    043        this.skeletonHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    044        this.skeletonHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    045    }
    046}