001 package net.minecraft.src;
002
003 import cpw.mods.fml.common.Side;
004 import cpw.mods.fml.common.asm.SideOnly;
005
006 @SideOnly(Side.CLIENT)
007 public class ModelIronGolem extends ModelBase
008 {
009 /** The head model for the iron golem. */
010 public ModelRenderer ironGolemHead;
011
012 /** The body model for the iron golem. */
013 public ModelRenderer ironGolemBody;
014
015 /** The right arm model for the iron golem. */
016 public ModelRenderer ironGolemRightArm;
017
018 /** The left arm model for the iron golem. */
019 public ModelRenderer ironGolemLeftArm;
020
021 /** The left leg model for the Iron Golem. */
022 public ModelRenderer ironGolemLeftLeg;
023
024 /** The right leg model for the Iron Golem. */
025 public ModelRenderer ironGolemRightLeg;
026
027 public ModelIronGolem()
028 {
029 this(0.0F);
030 }
031
032 public ModelIronGolem(float par1)
033 {
034 this(par1, -7.0F);
035 }
036
037 public ModelIronGolem(float par1, float par2)
038 {
039 short var3 = 128;
040 short var4 = 128;
041 this.ironGolemHead = (new ModelRenderer(this)).setTextureSize(var3, var4);
042 this.ironGolemHead.setRotationPoint(0.0F, 0.0F + par2, -2.0F);
043 this.ironGolemHead.setTextureOffset(0, 0).addBox(-4.0F, -12.0F, -5.5F, 8, 10, 8, par1);
044 this.ironGolemHead.setTextureOffset(24, 0).addBox(-1.0F, -5.0F, -7.5F, 2, 4, 2, par1);
045 this.ironGolemBody = (new ModelRenderer(this)).setTextureSize(var3, var4);
046 this.ironGolemBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
047 this.ironGolemBody.setTextureOffset(0, 40).addBox(-9.0F, -2.0F, -6.0F, 18, 12, 11, par1);
048 this.ironGolemBody.setTextureOffset(0, 70).addBox(-4.5F, 10.0F, -3.0F, 9, 5, 6, par1 + 0.5F);
049 this.ironGolemRightArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
050 this.ironGolemRightArm.setRotationPoint(0.0F, -7.0F, 0.0F);
051 this.ironGolemRightArm.setTextureOffset(60, 21).addBox(-13.0F, -2.5F, -3.0F, 4, 30, 6, par1);
052 this.ironGolemLeftArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
053 this.ironGolemLeftArm.setRotationPoint(0.0F, -7.0F, 0.0F);
054 this.ironGolemLeftArm.setTextureOffset(60, 58).addBox(9.0F, -2.5F, -3.0F, 4, 30, 6, par1);
055 this.ironGolemLeftLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
056 this.ironGolemLeftLeg.setRotationPoint(-4.0F, 18.0F + par2, 0.0F);
057 this.ironGolemLeftLeg.setTextureOffset(37, 0).addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
058 this.ironGolemRightLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
059 this.ironGolemRightLeg.mirror = true;
060 this.ironGolemRightLeg.setTextureOffset(60, 0).setRotationPoint(5.0F, 18.0F + par2, 0.0F);
061 this.ironGolemRightLeg.addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
062 }
063
064 /**
065 * Sets the models various rotation angles then renders the model.
066 */
067 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
068 {
069 this.setRotationAngles(par2, par3, par4, par5, par6, par7);
070 this.ironGolemHead.render(par7);
071 this.ironGolemBody.render(par7);
072 this.ironGolemLeftLeg.render(par7);
073 this.ironGolemRightLeg.render(par7);
074 this.ironGolemRightArm.render(par7);
075 this.ironGolemLeftArm.render(par7);
076 }
077
078 /**
079 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
080 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
081 * "far" arms and legs can swing at most.
082 */
083 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
084 {
085 this.ironGolemHead.rotateAngleY = par4 / (180F / (float)Math.PI);
086 this.ironGolemHead.rotateAngleX = par5 / (180F / (float)Math.PI);
087 this.ironGolemLeftLeg.rotateAngleX = -1.5F * this.func_78172_a(par1, 13.0F) * par2;
088 this.ironGolemRightLeg.rotateAngleX = 1.5F * this.func_78172_a(par1, 13.0F) * par2;
089 this.ironGolemLeftLeg.rotateAngleY = 0.0F;
090 this.ironGolemRightLeg.rotateAngleY = 0.0F;
091 }
092
093 /**
094 * Used for easily adding entity-dependent animations. The second and third float params here are the same second
095 * and third as in the setRotationAngles method.
096 */
097 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
098 {
099 EntityIronGolem var5 = (EntityIronGolem)par1EntityLiving;
100 int var6 = var5.getAttackTimer();
101
102 if (var6 > 0)
103 {
104 this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
105 this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
106 }
107 else
108 {
109 int var7 = var5.getHoldRoseTick();
110
111 if (var7 > 0)
112 {
113 this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float)var7, 70.0F);
114 this.ironGolemLeftArm.rotateAngleX = 0.0F;
115 }
116 else
117 {
118 this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
119 this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
120 }
121 }
122 }
123
124 private float func_78172_a(float par1, float par2)
125 {
126 return (Math.abs(par1 % par2 - par2 * 0.5F) - par2 * 0.25F) / (par2 * 0.25F);
127 }
128 }