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