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