    001package net.minecraft.client.model;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.entity.Entity;
    006import net.minecraft.util.MathHelper;
    007
    008@SideOnly(Side.CLIENT)
    009public class ModelCreeper extends ModelBase
    010{
    011    public ModelRenderer head;
    012    public ModelRenderer field_78133_b;
    013    public ModelRenderer body;
    014    public ModelRenderer leg1;
    015    public ModelRenderer leg2;
    016    public ModelRenderer leg3;
    017    public ModelRenderer leg4;
    018
    019    public ModelCreeper()
    020    {
    021        this(0.0F);
    022    }
    023
    024    public ModelCreeper(float par1)
    025    {
    026        byte b0 = 4;
    027        this.head = new ModelRenderer(this, 0, 0);
    028        this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
    029        this.head.setRotationPoint(0.0F, (float)b0, 0.0F);
    030        this.field_78133_b = new ModelRenderer(this, 32, 0);
    031        this.field_78133_b.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
    032        this.field_78133_b.setRotationPoint(0.0F, (float)b0, 0.0F);
    033        this.body = new ModelRenderer(this, 16, 16);
    034        this.body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
    035        this.body.setRotationPoint(0.0F, (float)b0, 0.0F);
    036        this.leg1 = new ModelRenderer(this, 0, 16);
    037        this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
    038        this.leg1.setRotationPoint(-2.0F, (float)(12 + b0), 4.0F);
    039        this.leg2 = new ModelRenderer(this, 0, 16);
    040        this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
    041        this.leg2.setRotationPoint(2.0F, (float)(12 + b0), 4.0F);
    042        this.leg3 = new ModelRenderer(this, 0, 16);
    043        this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
    044        this.leg3.setRotationPoint(-2.0F, (float)(12 + b0), -4.0F);
    045        this.leg4 = new ModelRenderer(this, 0, 16);
    046        this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
    047        this.leg4.setRotationPoint(2.0F, (float)(12 + b0), -4.0F);
    048    }
    049
    050    /**
    051     * Sets the models various rotation angles then renders the model.
    052     */
    053    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    054    {
    055        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    056        this.head.render(par7);
    057        this.body.render(par7);
    058        this.leg1.render(par7);
    059        this.leg2.render(par7);
    060        this.leg3.render(par7);
    061        this.leg4.render(par7);
    062    }
    063
    064    /**
    065     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    066     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    067     * "far" arms and legs can swing at most.
    068     */
    069    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    070    {
    071        this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
    072        this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
    073        this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
    074        this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
    075        this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
    076        this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
    077    }
    078}