    001package net.minecraft.client.model;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.entity.Entity;
    006import net.minecraft.entity.EntityLiving;
    007import net.minecraft.entity.monster.EntityIronGolem;
    008
    009@SideOnly(Side.CLIENT)
    010public class ModelIronGolem extends ModelBase
    011{
    012    /** The head model for the iron golem. */
    013    public ModelRenderer ironGolemHead;
    014
    015    /** The body model for the iron golem. */
    016    public ModelRenderer ironGolemBody;
    017
    018    /** The right arm model for the iron golem. */
    019    public ModelRenderer ironGolemRightArm;
    020
    021    /** The left arm model for the iron golem. */
    022    public ModelRenderer ironGolemLeftArm;
    023
    024    /** The left leg model for the Iron Golem. */
    025    public ModelRenderer ironGolemLeftLeg;
    026
    027    /** The right leg model for the Iron Golem. */
    028    public ModelRenderer ironGolemRightLeg;
    029
    030    public ModelIronGolem()
    031    {
    032        this(0.0F);
    033    }
    034
    035    public ModelIronGolem(float par1)
    036    {
    037        this(par1, -7.0F);
    038    }
    039
    040    public ModelIronGolem(float par1, float par2)
    041    {
    042        short var3 = 128;
    043        short var4 = 128;
    044        this.ironGolemHead = (new ModelRenderer(this)).setTextureSize(var3, var4);
    045        this.ironGolemHead.setRotationPoint(0.0F, 0.0F + par2, -2.0F);
    046        this.ironGolemHead.setTextureOffset(0, 0).addBox(-4.0F, -12.0F, -5.5F, 8, 10, 8, par1);
    047        this.ironGolemHead.setTextureOffset(24, 0).addBox(-1.0F, -5.0F, -7.5F, 2, 4, 2, par1);
    048        this.ironGolemBody = (new ModelRenderer(this)).setTextureSize(var3, var4);
    049        this.ironGolemBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    050        this.ironGolemBody.setTextureOffset(0, 40).addBox(-9.0F, -2.0F, -6.0F, 18, 12, 11, par1);
    051        this.ironGolemBody.setTextureOffset(0, 70).addBox(-4.5F, 10.0F, -3.0F, 9, 5, 6, par1 + 0.5F);
    052        this.ironGolemRightArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
    053        this.ironGolemRightArm.setRotationPoint(0.0F, -7.0F, 0.0F);
    054        this.ironGolemRightArm.setTextureOffset(60, 21).addBox(-13.0F, -2.5F, -3.0F, 4, 30, 6, par1);
    055        this.ironGolemLeftArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
    056        this.ironGolemLeftArm.setRotationPoint(0.0F, -7.0F, 0.0F);
    057        this.ironGolemLeftArm.setTextureOffset(60, 58).addBox(9.0F, -2.5F, -3.0F, 4, 30, 6, par1);
    058        this.ironGolemLeftLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
    059        this.ironGolemLeftLeg.setRotationPoint(-4.0F, 18.0F + par2, 0.0F);
    060        this.ironGolemLeftLeg.setTextureOffset(37, 0).addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
    061        this.ironGolemRightLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
    062        this.ironGolemRightLeg.mirror = true;
    063        this.ironGolemRightLeg.setTextureOffset(60, 0).setRotationPoint(5.0F, 18.0F + par2, 0.0F);
    064        this.ironGolemRightLeg.addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
    065    }
    066
    067    /**
    068     * Sets the models various rotation angles then renders the model.
    069     */
    070    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    071    {
    072        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    073        this.ironGolemHead.render(par7);
    074        this.ironGolemBody.render(par7);
    075        this.ironGolemLeftLeg.render(par7);
    076        this.ironGolemRightLeg.render(par7);
    077        this.ironGolemRightArm.render(par7);
    078        this.ironGolemLeftArm.render(par7);
    079    }
    080
    081    /**
    082     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    083     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    084     * "far" arms and legs can swing at most.
    085     */
    086    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    087    {
    088        this.ironGolemHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    089        this.ironGolemHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    090        this.ironGolemLeftLeg.rotateAngleX = -1.5F * this.func_78172_a(par1, 13.0F) * par2;
    091        this.ironGolemRightLeg.rotateAngleX = 1.5F * this.func_78172_a(par1, 13.0F) * par2;
    092        this.ironGolemLeftLeg.rotateAngleY = 0.0F;
    093        this.ironGolemRightLeg.rotateAngleY = 0.0F;
    094    }
    095
    096    /**
    097     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    098     * and third as in the setRotationAngles method.
    099     */
    100    public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    101    {
    102        EntityIronGolem var5 = (EntityIronGolem)par1EntityLiving;
    103        int var6 = var5.getAttackTimer();
    104
    105        if (var6 > 0)
    106        {
    107            this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
    108            this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
    109        }
    110        else
    111        {
    112            int var7 = var5.getHoldRoseTick();
    113
    114            if (var7 > 0)
    115            {
    116                this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float)var7, 70.0F);
    117                this.ironGolemLeftArm.rotateAngleX = 0.0F;
    118            }
    119            else
    120            {
    121                this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
    122                this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
    123            }
    124        }
    125    }
    126
    127    private float func_78172_a(float par1, float par2)
    128    {
    129        return (Math.abs(par1 % par2 - par2 * 0.5F) - par2 * 0.25F) / (par2 * 0.25F);
    130    }
    131}