    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 ModelBlaze extends ModelBase
    010    {
    011        /** The sticks that fly around the Blaze. */
    012        private ModelRenderer[] blazeSticks = new ModelRenderer[12];
    013        private ModelRenderer blazeHead;
    014
    015        public ModelBlaze()
    016        {
    017            for (int var1 = 0; var1 < this.blazeSticks.length; ++var1)
    018            {
    019                this.blazeSticks[var1] = new ModelRenderer(this, 0, 16);
    020                this.blazeSticks[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2);
    021            }
    022
    023            this.blazeHead = new ModelRenderer(this, 0, 0);
    024            this.blazeHead.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
    025        }
    026
    027        public int func_78104_a()
    028        {
    029            return 8;
    030        }
    031
    032        /**
    033         * Sets the models various rotation angles then renders the model.
    034         */
    035        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    036        {
    037            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    038            this.blazeHead.render(par7);
    039
    040            for (int var8 = 0; var8 < this.blazeSticks.length; ++var8)
    041            {
    042                this.blazeSticks[var8].render(par7);
    043            }
    044        }
    045
    046        /**
    047         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    048         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    049         * "far" arms and legs can swing at most.
    050         */
    051        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    052        {
    053            float var8 = par3 * (float)Math.PI * -0.1F;
    054            int var9;
    055
    056            for (var9 = 0; var9 < 4; ++var9)
    057            {
    058                this.blazeSticks[var9].rotationPointY = -2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
    059                this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 9.0F;
    060                this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 9.0F;
    061                ++var8;
    062            }
    063
    064            var8 = ((float)Math.PI / 4F) + par3 * (float)Math.PI * 0.03F;
    065
    066            for (var9 = 4; var9 < 8; ++var9)
    067            {
    068                this.blazeSticks[var9].rotationPointY = 2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
    069                this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 7.0F;
    070                this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 7.0F;
    071                ++var8;
    072            }
    073
    074            var8 = 0.47123894F + par3 * (float)Math.PI * -0.05F;
    075
    076            for (var9 = 8; var9 < 12; ++var9)
    077            {
    078                this.blazeSticks[var9].rotationPointY = 11.0F + MathHelper.cos(((float)var9 * 1.5F + par3) * 0.5F);
    079                this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 5.0F;
    080                this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 5.0F;
    081                ++var8;
    082            }
    083
    084            this.blazeHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    085            this.blazeHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    086        }
    087    }