    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 ModelSnowMan extends ModelBase
    010{
    011    public ModelRenderer body;
    012    public ModelRenderer bottomBody;
    013    public ModelRenderer head;
    014    public ModelRenderer rightHand;
    015    public ModelRenderer leftHand;
    016
    017    public ModelSnowMan()
    018    {
    019        float f = 4.0F;
    020        float f1 = 0.0F;
    021        this.head = (new ModelRenderer(this, 0, 0)).setTextureSize(64, 64);
    022        this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, f1 - 0.5F);
    023        this.head.setRotationPoint(0.0F, 0.0F + f, 0.0F);
    024        this.rightHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64);
    025        this.rightHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, f1 - 0.5F);
    026        this.rightHand.setRotationPoint(0.0F, 0.0F + f + 9.0F - 7.0F, 0.0F);
    027        this.leftHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64);
    028        this.leftHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, f1 - 0.5F);
    029        this.leftHand.setRotationPoint(0.0F, 0.0F + f + 9.0F - 7.0F, 0.0F);
    030        this.body = (new ModelRenderer(this, 0, 16)).setTextureSize(64, 64);
    031        this.body.addBox(-5.0F, -10.0F, -5.0F, 10, 10, 10, f1 - 0.5F);
    032        this.body.setRotationPoint(0.0F, 0.0F + f + 9.0F, 0.0F);
    033        this.bottomBody = (new ModelRenderer(this, 0, 36)).setTextureSize(64, 64);
    034        this.bottomBody.addBox(-6.0F, -12.0F, -6.0F, 12, 12, 12, f1 - 0.5F);
    035        this.bottomBody.setRotationPoint(0.0F, 0.0F + f + 20.0F, 0.0F);
    036    }
    037
    038    /**
    039     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
    040     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
    041     * "far" arms and legs can swing at most.
    042     */
    043    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    044    {
    045        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    046        this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
    047        this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
    048        this.body.rotateAngleY = par4 / (180F / (float)Math.PI) * 0.25F;
    049        float f6 = MathHelper.sin(this.body.rotateAngleY);
    050        float f7 = MathHelper.cos(this.body.rotateAngleY);
    051        this.rightHand.rotateAngleZ = 1.0F;
    052        this.leftHand.rotateAngleZ = -1.0F;
    053        this.rightHand.rotateAngleY = 0.0F + this.body.rotateAngleY;
    054        this.leftHand.rotateAngleY = (float)Math.PI + this.body.rotateAngleY;
    055        this.rightHand.rotationPointX = f7 * 5.0F;
    056        this.rightHand.rotationPointZ = -f6 * 5.0F;
    057        this.leftHand.rotationPointX = -f7 * 5.0F;
    058        this.leftHand.rotationPointZ = f6 * 5.0F;
    059    }
    060
    061    /**
    062     * Sets the models various rotation angles then renders the model.
    063     */
    064    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    065    {
    066        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
    067        this.body.render(par7);
    068        this.bottomBody.render(par7);
    069        this.head.render(par7);
    070        this.rightHand.render(par7);
    071        this.leftHand.render(par7);
    072    }
    073}