    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import net.minecraft.entity.Entity;
    006    import net.minecraft.entity.EntityLiving;
    007    import net.minecraft.entity.boss.EntityWither;
    008    import net.minecraft.util.MathHelper;
    009
    010    @SideOnly(Side.CLIENT)
    011    public class ModelWither extends ModelBase
    012    {
    013        private ModelRenderer[] field_82905_a;
    014        private ModelRenderer[] field_82904_b;
    015
    016        public ModelWither()
    017        {
    018            this.textureWidth = 64;
    019            this.textureHeight = 64;
    020            this.field_82905_a = new ModelRenderer[3];
    021            this.field_82905_a[0] = new ModelRenderer(this, 0, 16);
    022            this.field_82905_a[0].addBox(-10.0F, 3.9F, -0.5F, 20, 3, 3);
    023            this.field_82905_a[1] = (new ModelRenderer(this)).setTextureSize(this.textureWidth, this.textureHeight);
    024            this.field_82905_a[1].setRotationPoint(-2.0F, 6.9F, -0.5F);
    025            this.field_82905_a[1].setTextureOffset(0, 22).addBox(0.0F, 0.0F, 0.0F, 3, 10, 3);
    026            this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 1.5F, 0.5F, 11, 2, 2);
    027            this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 4.0F, 0.5F, 11, 2, 2);
    028            this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 6.5F, 0.5F, 11, 2, 2);
    029            this.field_82905_a[2] = new ModelRenderer(this, 12, 22);
    030            this.field_82905_a[2].addBox(0.0F, 0.0F, 0.0F, 3, 6, 3);
    031            this.field_82904_b = new ModelRenderer[3];
    032            this.field_82904_b[0] = new ModelRenderer(this, 0, 0);
    033            this.field_82904_b[0].addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
    034            this.field_82904_b[1] = new ModelRenderer(this, 32, 0);
    035            this.field_82904_b[1].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6);
    036            this.field_82904_b[1].rotationPointX = -8.0F;
    037            this.field_82904_b[1].rotationPointY = 4.0F;
    038            this.field_82904_b[2] = new ModelRenderer(this, 32, 0);
    039            this.field_82904_b[2].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6);
    040            this.field_82904_b[2].rotationPointX = 10.0F;
    041            this.field_82904_b[2].rotationPointY = 4.0F;
    042        }
    043
    044        public int func_82903_a()
    045        {
    046            return 32;
    047        }
    048
    049        /**
    050         * Sets the models various rotation angles then renders the model.
    051         */
    052        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    053        {
    054            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    055            ModelRenderer[] var8 = this.field_82904_b;
    056            int var9 = var8.length;
    057            int var10;
    058            ModelRenderer var11;
    059
    060            for (var10 = 0; var10 < var9; ++var10)
    061            {
    062                var11 = var8[var10];
    063                var11.render(par7);
    064            }
    065
    066            var8 = this.field_82905_a;
    067            var9 = var8.length;
    068
    069            for (var10 = 0; var10 < var9; ++var10)
    070            {
    071                var11 = var8[var10];
    072                var11.render(par7);
    073            }
    074        }
    075
    076        /**
    077         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    078         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    079         * "far" arms and legs can swing at most.
    080         */
    081        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    082        {
    083            float var8 = MathHelper.cos(par3 * 0.1F);
    084            this.field_82905_a[1].rotateAngleX = (0.065F + 0.05F * var8) * (float)Math.PI;
    085            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);
    086            this.field_82905_a[2].rotateAngleX = (0.265F + 0.1F * var8) * (float)Math.PI;
    087            this.field_82904_b[0].rotateAngleY = par4 / (180F / (float)Math.PI);
    088            this.field_82904_b[0].rotateAngleX = par5 / (180F / (float)Math.PI);
    089        }
    090
    091        /**
    092         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    093         * and third as in the setRotationAngles method.
    094         */
    095        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    096        {
    097            EntityWither var5 = (EntityWither)par1EntityLiving;
    098
    099            for (int var6 = 1; var6 < 3; ++var6)
    100            {
    101                this.field_82904_b[var6].rotateAngleY = (var5.func_82207_a(var6 - 1) - par1EntityLiving.renderYawOffset) / (180F / (float)Math.PI);
    102                this.field_82904_b[var6].rotateAngleX = var5.func_82210_r(var6 - 1) / (180F / (float)Math.PI);
    103            }
    104        }
    105    }