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.util.MathHelper; 007 008 @SideOnly(Side.CLIENT) 009 public class ModelBlaze extends ModelBase 010 { 011 /** The sticks that fly around the Blaze. */ 012 private ModelRenderer[] blazeSticks = new ModelRenderer[12]; 013 private ModelRenderer blazeHead; 014 015 public ModelBlaze() 016 { 017 for (int var1 = 0; var1 < this.blazeSticks.length; ++var1) 018 { 019 this.blazeSticks[var1] = new ModelRenderer(this, 0, 16); 020 this.blazeSticks[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2); 021 } 022 023 this.blazeHead = new ModelRenderer(this, 0, 0); 024 this.blazeHead.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8); 025 } 026 027 public int func_78104_a() 028 { 029 return 8; 030 } 031 032 /** 033 * Sets the models various rotation angles then renders the model. 034 */ 035 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 036 { 037 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 038 this.blazeHead.render(par7); 039 040 for (int var8 = 0; var8 < this.blazeSticks.length; ++var8) 041 { 042 this.blazeSticks[var8].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.blazeSticks[var9].rotationPointY = -2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F); 059 this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 9.0F; 060 this.blazeSticks[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.blazeSticks[var9].rotationPointY = 2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F); 069 this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 7.0F; 070 this.blazeSticks[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.blazeSticks[var9].rotationPointY = 11.0F + MathHelper.cos(((float)var9 * 1.5F + par3) * 0.5F); 079 this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 5.0F; 080 this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 5.0F; 081 ++var8; 082 } 083 084 this.blazeHead.rotateAngleY = par4 / (180F / (float)Math.PI); 085 this.blazeHead.rotateAngleX = par5 / (180F / (float)Math.PI); 086 } 087 }