    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    }