    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 ModelVillager extends ModelBase
    010    {
    011        /** The head box of the VillagerModel */
    012        public ModelRenderer villagerHead;
    013
    014        /** The body of the VillagerModel */
    015        public ModelRenderer villagerBody;
    016
    017        /** The arms of the VillagerModel */
    018        public ModelRenderer villagerArms;
    019
    020        /** The right leg of the VillagerModel */
    021        public ModelRenderer rightVillagerLeg;
    022
    023        /** The left leg of the VillagerModel */
    024        public ModelRenderer leftVillagerLeg;
    025        public ModelRenderer field_82898_f;
    026
    027        public ModelVillager(float par1)
    028        {
    029            this(par1, 0.0F, 64, 64);
    030        }
    031
    032        public ModelVillager(float par1, float par2, int par3, int par4)
    033        {
    034            this.villagerHead = (new ModelRenderer(this)).setTextureSize(par3, par4);
    035            this.villagerHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    036            this.villagerHead.setTextureOffset(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1);
    037            this.field_82898_f = (new ModelRenderer(this)).setTextureSize(par3, par4);
    038            this.field_82898_f.setRotationPoint(0.0F, par2 - 2.0F, 0.0F);
    039            this.field_82898_f.setTextureOffset(24, 0).addBox(-1.0F, -1.0F, -6.0F, 2, 4, 2, par1);
    040            this.villagerHead.addChild(this.field_82898_f);
    041            this.villagerBody = (new ModelRenderer(this)).setTextureSize(par3, par4);
    042            this.villagerBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    043            this.villagerBody.setTextureOffset(16, 20).addBox(-4.0F, 0.0F, -3.0F, 8, 12, 6, par1);
    044            this.villagerBody.setTextureOffset(0, 38).addBox(-4.0F, 0.0F, -3.0F, 8, 18, 6, par1 + 0.5F);
    045            this.villagerArms = (new ModelRenderer(this)).setTextureSize(par3, par4);
    046            this.villagerArms.setRotationPoint(0.0F, 0.0F + par2 + 2.0F, 0.0F);
    047            this.villagerArms.setTextureOffset(44, 22).addBox(-8.0F, -2.0F, -2.0F, 4, 8, 4, par1);
    048            this.villagerArms.setTextureOffset(44, 22).addBox(4.0F, -2.0F, -2.0F, 4, 8, 4, par1);
    049            this.villagerArms.setTextureOffset(40, 38).addBox(-4.0F, 2.0F, -2.0F, 8, 4, 4, par1);
    050            this.rightVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(par3, par4);
    051            this.rightVillagerLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F);
    052            this.rightVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
    053            this.leftVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(par3, par4);
    054            this.leftVillagerLeg.mirror = true;
    055            this.leftVillagerLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F);
    056            this.leftVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
    057        }
    058
    059        /**
    060         * Sets the models various rotation angles then renders the model.
    061         */
    062        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    063        {
    064            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    065            this.villagerHead.render(par7);
    066            this.villagerBody.render(par7);
    067            this.rightVillagerLeg.render(par7);
    068            this.leftVillagerLeg.render(par7);
    069            this.villagerArms.render(par7);
    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            this.villagerHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    080            this.villagerHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    081            this.villagerArms.rotationPointY = 3.0F;
    082            this.villagerArms.rotationPointZ = -1.0F;
    083            this.villagerArms.rotateAngleX = -0.75F;
    084            this.rightVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2 * 0.5F;
    085            this.leftVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2 * 0.5F;
    086            this.rightVillagerLeg.rotateAngleY = 0.0F;
    087            this.leftVillagerLeg.rotateAngleY = 0.0F;
    088        }
    089    }