    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.entity.EntityLiving;
    007    import net.minecraft.entity.monster.EntityIronGolem;
    008
    009    @SideOnly(Side.CLIENT)
    010    public class ModelIronGolem extends ModelBase
    011    {
    012        /** The head model for the iron golem. */
    013        public ModelRenderer ironGolemHead;
    014
    015        /** The body model for the iron golem. */
    016        public ModelRenderer ironGolemBody;
    017
    018        /** The right arm model for the iron golem. */
    019        public ModelRenderer ironGolemRightArm;
    020
    021        /** The left arm model for the iron golem. */
    022        public ModelRenderer ironGolemLeftArm;
    023
    024        /** The left leg model for the Iron Golem. */
    025        public ModelRenderer ironGolemLeftLeg;
    026
    027        /** The right leg model for the Iron Golem. */
    028        public ModelRenderer ironGolemRightLeg;
    029
    030        public ModelIronGolem()
    031        {
    032            this(0.0F);
    033        }
    034
    035        public ModelIronGolem(float par1)
    036        {
    037            this(par1, -7.0F);
    038        }
    039
    040        public ModelIronGolem(float par1, float par2)
    041        {
    042            short var3 = 128;
    043            short var4 = 128;
    044            this.ironGolemHead = (new ModelRenderer(this)).setTextureSize(var3, var4);
    045            this.ironGolemHead.setRotationPoint(0.0F, 0.0F + par2, -2.0F);
    046            this.ironGolemHead.setTextureOffset(0, 0).addBox(-4.0F, -12.0F, -5.5F, 8, 10, 8, par1);
    047            this.ironGolemHead.setTextureOffset(24, 0).addBox(-1.0F, -5.0F, -7.5F, 2, 4, 2, par1);
    048            this.ironGolemBody = (new ModelRenderer(this)).setTextureSize(var3, var4);
    049            this.ironGolemBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
    050            this.ironGolemBody.setTextureOffset(0, 40).addBox(-9.0F, -2.0F, -6.0F, 18, 12, 11, par1);
    051            this.ironGolemBody.setTextureOffset(0, 70).addBox(-4.5F, 10.0F, -3.0F, 9, 5, 6, par1 + 0.5F);
    052            this.ironGolemRightArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
    053            this.ironGolemRightArm.setRotationPoint(0.0F, -7.0F, 0.0F);
    054            this.ironGolemRightArm.setTextureOffset(60, 21).addBox(-13.0F, -2.5F, -3.0F, 4, 30, 6, par1);
    055            this.ironGolemLeftArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
    056            this.ironGolemLeftArm.setRotationPoint(0.0F, -7.0F, 0.0F);
    057            this.ironGolemLeftArm.setTextureOffset(60, 58).addBox(9.0F, -2.5F, -3.0F, 4, 30, 6, par1);
    058            this.ironGolemLeftLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
    059            this.ironGolemLeftLeg.setRotationPoint(-4.0F, 18.0F + par2, 0.0F);
    060            this.ironGolemLeftLeg.setTextureOffset(37, 0).addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
    061            this.ironGolemRightLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
    062            this.ironGolemRightLeg.mirror = true;
    063            this.ironGolemRightLeg.setTextureOffset(60, 0).setRotationPoint(5.0F, 18.0F + par2, 0.0F);
    064            this.ironGolemRightLeg.addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
    065        }
    066
    067        /**
    068         * Sets the models various rotation angles then renders the model.
    069         */
    070        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    071        {
    072            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    073            this.ironGolemHead.render(par7);
    074            this.ironGolemBody.render(par7);
    075            this.ironGolemLeftLeg.render(par7);
    076            this.ironGolemRightLeg.render(par7);
    077            this.ironGolemRightArm.render(par7);
    078            this.ironGolemLeftArm.render(par7);
    079        }
    080
    081        /**
    082         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    083         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    084         * "far" arms and legs can swing at most.
    085         */
    086        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    087        {
    088            this.ironGolemHead.rotateAngleY = par4 / (180F / (float)Math.PI);
    089            this.ironGolemHead.rotateAngleX = par5 / (180F / (float)Math.PI);
    090            this.ironGolemLeftLeg.rotateAngleX = -1.5F * this.func_78172_a(par1, 13.0F) * par2;
    091            this.ironGolemRightLeg.rotateAngleX = 1.5F * this.func_78172_a(par1, 13.0F) * par2;
    092            this.ironGolemLeftLeg.rotateAngleY = 0.0F;
    093            this.ironGolemRightLeg.rotateAngleY = 0.0F;
    094        }
    095
    096        /**
    097         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    098         * and third as in the setRotationAngles method.
    099         */
    100        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    101        {
    102            EntityIronGolem var5 = (EntityIronGolem)par1EntityLiving;
    103            int var6 = var5.getAttackTimer();
    104
    105            if (var6 > 0)
    106            {
    107                this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
    108                this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
    109            }
    110            else
    111            {
    112                int var7 = var5.getHoldRoseTick();
    113
    114                if (var7 > 0)
    115                {
    116                    this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float)var7, 70.0F);
    117                    this.ironGolemLeftArm.rotateAngleX = 0.0F;
    118                }
    119                else
    120                {
    121                    this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
    122                    this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
    123                }
    124            }
    125        }
    126
    127        private float func_78172_a(float par1, float par2)
    128        {
    129            return (Math.abs(par1 % par2 - par2 * 0.5F) - par2 * 0.25F) / (par2 * 0.25F);
    130        }
    131    }