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 ModelWither extends ModelBase
008 {
009 private ModelRenderer[] field_82905_a;
010 private ModelRenderer[] field_82904_b;
011
012 public ModelWither()
013 {
014 this.textureWidth = 64;
015 this.textureHeight = 64;
016 this.field_82905_a = new ModelRenderer[3];
017 this.field_82905_a[0] = new ModelRenderer(this, 0, 16);
018 this.field_82905_a[0].addBox(-10.0F, 3.9F, -0.5F, 20, 3, 3);
019 this.field_82905_a[1] = (new ModelRenderer(this)).setTextureSize(this.textureWidth, this.textureHeight);
020 this.field_82905_a[1].setRotationPoint(-2.0F, 6.9F, -0.5F);
021 this.field_82905_a[1].setTextureOffset(0, 22).addBox(0.0F, 0.0F, 0.0F, 3, 10, 3);
022 this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 1.5F, 0.5F, 11, 2, 2);
023 this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 4.0F, 0.5F, 11, 2, 2);
024 this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 6.5F, 0.5F, 11, 2, 2);
025 this.field_82905_a[2] = new ModelRenderer(this, 12, 22);
026 this.field_82905_a[2].addBox(0.0F, 0.0F, 0.0F, 3, 6, 3);
027 this.field_82904_b = new ModelRenderer[3];
028 this.field_82904_b[0] = new ModelRenderer(this, 0, 0);
029 this.field_82904_b[0].addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
030 this.field_82904_b[1] = new ModelRenderer(this, 32, 0);
031 this.field_82904_b[1].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6);
032 this.field_82904_b[1].rotationPointX = -8.0F;
033 this.field_82904_b[1].rotationPointY = 4.0F;
034 this.field_82904_b[2] = new ModelRenderer(this, 32, 0);
035 this.field_82904_b[2].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6);
036 this.field_82904_b[2].rotationPointX = 10.0F;
037 this.field_82904_b[2].rotationPointY = 4.0F;
038 }
039
040 public int func_82903_a()
041 {
042 return 32;
043 }
044
045 /**
046 * Sets the models various rotation angles then renders the model.
047 */
048 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
049 {
050 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
051 ModelRenderer[] var8 = this.field_82904_b;
052 int var9 = var8.length;
053 int var10;
054 ModelRenderer var11;
055
056 for (var10 = 0; var10 < var9; ++var10)
057 {
058 var11 = var8[var10];
059 var11.render(par7);
060 }
061
062 var8 = this.field_82905_a;
063 var9 = var8.length;
064
065 for (var10 = 0; var10 < var9; ++var10)
066 {
067 var11 = var8[var10];
068 var11.render(par7);
069 }
070 }
071
072 /**
073 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
074 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
075 * "far" arms and legs can swing at most.
076 */
077 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
078 {
079 float var8 = MathHelper.cos(par3 * 0.1F);
080 this.field_82905_a[1].rotateAngleX = (0.065F + 0.05F * var8) * (float)Math.PI;
081 this.field_82905_a[2].setRotationPoint(-2.0F, 6.9F + MathHelper.cos(this.field_82905_a[1].rotateAngleX) * 10.0F, -0.5F + MathHelper.sin(this.field_82905_a[1].rotateAngleX) * 10.0F);
082 this.field_82905_a[2].rotateAngleX = (0.265F + 0.1F * var8) * (float)Math.PI;
083 this.field_82904_b[0].rotateAngleY = par4 / (180F / (float)Math.PI);
084 this.field_82904_b[0].rotateAngleX = par5 / (180F / (float)Math.PI);
085 }
086
087 /**
088 * Used for easily adding entity-dependent animations. The second and third float params here are the same second
089 * and third as in the setRotationAngles method.
090 */
091 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
092 {
093 EntityWither var5 = (EntityWither)par1EntityLiving;
094
095 for (int var6 = 1; var6 < 3; ++var6)
096 {
097 this.field_82904_b[var6].rotateAngleY = (var5.func_82207_a(var6 - 1) - par1EntityLiving.renderYawOffset) / (180F / (float)Math.PI);
098 this.field_82904_b[var6].rotateAngleX = var5.func_82210_r(var6 - 1) / (180F / (float)Math.PI);
099 }
100 }
101 }