    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    }