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 ModelBlaze extends ModelBase
008 {
009 private ModelRenderer[] field_78106_a = new ModelRenderer[12];
010 private ModelRenderer field_78105_b;
011
012 public ModelBlaze()
013 {
014 for (int var1 = 0; var1 < this.field_78106_a.length; ++var1)
015 {
016 this.field_78106_a[var1] = new ModelRenderer(this, 0, 16);
017 this.field_78106_a[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2);
018 }
019
020 this.field_78105_b = new ModelRenderer(this, 0, 0);
021 this.field_78105_b.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
022 }
023
024 public int func_78104_a()
025 {
026 return 8;
027 }
028
029 /**
030 * Sets the models various rotation angles then renders the model.
031 */
032 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
033 {
034 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
035 this.field_78105_b.render(par7);
036 ModelRenderer[] var8 = this.field_78106_a;
037 int var9 = var8.length;
038
039 for (int var10 = 0; var10 < var9; ++var10)
040 {
041 ModelRenderer var11 = var8[var10];
042 var11.render(par7);
043 }
044 }
045
046 /**
047 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
048 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
049 * "far" arms and legs can swing at most.
050 */
051 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
052 {
053 float var8 = par3 * (float)Math.PI * -0.1F;
054 int var9;
055
056 for (var9 = 0; var9 < 4; ++var9)
057 {
058 this.field_78106_a[var9].rotationPointY = -2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
059 this.field_78106_a[var9].rotationPointX = MathHelper.cos(var8) * 9.0F;
060 this.field_78106_a[var9].rotationPointZ = MathHelper.sin(var8) * 9.0F;
061 ++var8;
062 }
063
064 var8 = ((float)Math.PI / 4F) + par3 * (float)Math.PI * 0.03F;
065
066 for (var9 = 4; var9 < 8; ++var9)
067 {
068 this.field_78106_a[var9].rotationPointY = 2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
069 this.field_78106_a[var9].rotationPointX = MathHelper.cos(var8) * 7.0F;
070 this.field_78106_a[var9].rotationPointZ = MathHelper.sin(var8) * 7.0F;
071 ++var8;
072 }
073
074 var8 = 0.47123894F + par3 * (float)Math.PI * -0.05F;
075
076 for (var9 = 8; var9 < 12; ++var9)
077 {
078 this.field_78106_a[var9].rotationPointY = 11.0F + MathHelper.cos(((float)var9 * 1.5F + par3) * 0.5F);
079 this.field_78106_a[var9].rotationPointX = MathHelper.cos(var8) * 5.0F;
080 this.field_78106_a[var9].rotationPointZ = MathHelper.sin(var8) * 5.0F;
081 ++var8;
082 }
083
084 this.field_78105_b.rotateAngleY = par4 / (180F / (float)Math.PI);
085 this.field_78105_b.rotateAngleX = par5 / (180F / (float)Math.PI);
086 }
087 }