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    }