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 ModelBlaze extends ModelBase
008 {
009 /** The sticks that fly around the Blaze. */
010 private ModelRenderer[] blazeSticks = new ModelRenderer[12];
011 private ModelRenderer blazeHead;
012
013 public ModelBlaze()
014 {
015 for (int var1 = 0; var1 < this.blazeSticks.length; ++var1)
016 {
017 this.blazeSticks[var1] = new ModelRenderer(this, 0, 16);
018 this.blazeSticks[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2);
019 }
020
021 this.blazeHead = new ModelRenderer(this, 0, 0);
022 this.blazeHead.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
023 }
024
025 public int func_78104_a()
026 {
027 return 8;
028 }
029
030 /**
031 * Sets the models various rotation angles then renders the model.
032 */
033 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
034 {
035 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
036 this.blazeHead.render(par7);
037 ModelRenderer[] var8 = this.blazeSticks;
038 int var9 = var8.length;
039
040 for (int var10 = 0; var10 < var9; ++var10)
041 {
042 ModelRenderer var11 = var8[var10];
043 var11.render(par7);
044 }
045 }
046
047 /**
048 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
049 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
050 * "far" arms and legs can swing at most.
051 */
052 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
053 {
054 float var8 = par3 * (float)Math.PI * -0.1F;
055 int var9;
056
057 for (var9 = 0; var9 < 4; ++var9)
058 {
059 this.blazeSticks[var9].rotationPointY = -2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
060 this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 9.0F;
061 this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 9.0F;
062 ++var8;
063 }
064
065 var8 = ((float)Math.PI / 4F) + par3 * (float)Math.PI * 0.03F;
066
067 for (var9 = 4; var9 < 8; ++var9)
068 {
069 this.blazeSticks[var9].rotationPointY = 2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
070 this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 7.0F;
071 this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 7.0F;
072 ++var8;
073 }
074
075 var8 = 0.47123894F + par3 * (float)Math.PI * -0.05F;
076
077 for (var9 = 8; var9 < 12; ++var9)
078 {
079 this.blazeSticks[var9].rotationPointY = 11.0F + MathHelper.cos(((float)var9 * 1.5F + par3) * 0.5F);
080 this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 5.0F;
081 this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 5.0F;
082 ++var8;
083 }
084
085 this.blazeHead.rotateAngleY = par4 / (180F / (float)Math.PI);
086 this.blazeHead.rotateAngleX = par5 / (180F / (float)Math.PI);
087 }
088 }