    001    package net.minecraft.client.model;
    002
    003    import cpw.mods.fml.relauncher.Side;
    004    import cpw.mods.fml.relauncher.SideOnly;
    005    import net.minecraft.entity.Entity;
    006    import net.minecraft.util.MathHelper;
    007
    008    @SideOnly(Side.CLIENT)
    009    public class ModelSilverfish extends ModelBase
    010    {
    011        /** The body parts of the silverfish's model. */
    012        private ModelRenderer[] silverfishBodyParts = new ModelRenderer[7];
    013
    014        /** The wings (dust-looking sprites) on the silverfish's model. */
    015        private ModelRenderer[] silverfishWings;
    016        private float[] field_78170_c = new float[7];
    017
    018        /** The widths, heights, and lengths for the silverfish model boxes. */
    019        private static final int[][] silverfishBoxLength = new int[][] {{3, 2, 2}, {4, 3, 2}, {6, 4, 3}, {3, 3, 3}, {2, 2, 3}, {2, 1, 2}, {1, 1, 2}};
    020
    021        /** The texture positions for the silverfish's model's boxes. */
    022        private static final int[][] silverfishTexturePositions = new int[][] {{0, 0}, {0, 4}, {0, 9}, {0, 16}, {0, 22}, {11, 0}, {13, 4}};
    023
    024        public ModelSilverfish()
    025        {
    026            float var1 = -3.5F;
    027
    028            for (int var2 = 0; var2 < this.silverfishBodyParts.length; ++var2)
    029            {
    030                this.silverfishBodyParts[var2] = new ModelRenderer(this, silverfishTexturePositions[var2][0], silverfishTexturePositions[var2][1]);
    031                this.silverfishBodyParts[var2].addBox((float)silverfishBoxLength[var2][0] * -0.5F, 0.0F, (float)silverfishBoxLength[var2][2] * -0.5F, silverfishBoxLength[var2][0], silverfishBoxLength[var2][1], silverfishBoxLength[var2][2]);
    032                this.silverfishBodyParts[var2].setRotationPoint(0.0F, (float)(24 - silverfishBoxLength[var2][1]), var1);
    033                this.field_78170_c[var2] = var1;
    034
    035                if (var2 < this.silverfishBodyParts.length - 1)
    036                {
    037                    var1 += (float)(silverfishBoxLength[var2][2] + silverfishBoxLength[var2 + 1][2]) * 0.5F;
    038                }
    039            }
    040
    041            this.silverfishWings = new ModelRenderer[3];
    042            this.silverfishWings[0] = new ModelRenderer(this, 20, 0);
    043            this.silverfishWings[0].addBox(-5.0F, 0.0F, (float)silverfishBoxLength[2][2] * -0.5F, 10, 8, silverfishBoxLength[2][2]);
    044            this.silverfishWings[0].setRotationPoint(0.0F, 16.0F, this.field_78170_c[2]);
    045            this.silverfishWings[1] = new ModelRenderer(this, 20, 11);
    046            this.silverfishWings[1].addBox(-3.0F, 0.0F, (float)silverfishBoxLength[4][2] * -0.5F, 6, 4, silverfishBoxLength[4][2]);
    047            this.silverfishWings[1].setRotationPoint(0.0F, 20.0F, this.field_78170_c[4]);
    048            this.silverfishWings[2] = new ModelRenderer(this, 20, 18);
    049            this.silverfishWings[2].addBox(-3.0F, 0.0F, (float)silverfishBoxLength[4][2] * -0.5F, 6, 5, silverfishBoxLength[1][2]);
    050            this.silverfishWings[2].setRotationPoint(0.0F, 19.0F, this.field_78170_c[1]);
    051        }
    052
    053        /**
    054         * Sets the models various rotation angles then renders the model.
    055         */
    056        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    057        {
    058            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    059            int var8;
    060
    061            for (var8 = 0; var8 < this.silverfishBodyParts.length; ++var8)
    062            {
    063                this.silverfishBodyParts[var8].render(par7);
    064            }
    065
    066            for (var8 = 0; var8 < this.silverfishWings.length; ++var8)
    067            {
    068                this.silverfishWings[var8].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            for (int var8 = 0; var8 < this.silverfishBodyParts.length; ++var8)
    080            {
    081                this.silverfishBodyParts[var8].rotateAngleY = MathHelper.cos(par3 * 0.9F + (float)var8 * 0.15F * (float)Math.PI) * (float)Math.PI * 0.05F * (float)(1 + Math.abs(var8 - 2));
    082                this.silverfishBodyParts[var8].rotationPointX = MathHelper.sin(par3 * 0.9F + (float)var8 * 0.15F * (float)Math.PI) * (float)Math.PI * 0.2F * (float)Math.abs(var8 - 2);
    083            }
    084
    085            this.silverfishWings[0].rotateAngleY = this.silverfishBodyParts[2].rotateAngleY;
    086            this.silverfishWings[1].rotateAngleY = this.silverfishBodyParts[4].rotateAngleY;
    087            this.silverfishWings[1].rotationPointX = this.silverfishBodyParts[4].rotationPointX;
    088            this.silverfishWings[2].rotateAngleY = this.silverfishBodyParts[1].rotateAngleY;
    089            this.silverfishWings[2].rotationPointX = this.silverfishBodyParts[1].rotationPointX;
    090        }
    091    }