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 ModelCreeper extends ModelBase
010 {
011 public ModelRenderer head;
012 public ModelRenderer field_78133_b;
013 public ModelRenderer body;
014 public ModelRenderer leg1;
015 public ModelRenderer leg2;
016 public ModelRenderer leg3;
017 public ModelRenderer leg4;
018
019 public ModelCreeper()
020 {
021 this(0.0F);
022 }
023
024 public ModelCreeper(float par1)
025 {
026 byte var2 = 4;
027 this.head = new ModelRenderer(this, 0, 0);
028 this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
029 this.head.setRotationPoint(0.0F, (float)var2, 0.0F);
030 this.field_78133_b = new ModelRenderer(this, 32, 0);
031 this.field_78133_b.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
032 this.field_78133_b.setRotationPoint(0.0F, (float)var2, 0.0F);
033 this.body = new ModelRenderer(this, 16, 16);
034 this.body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
035 this.body.setRotationPoint(0.0F, (float)var2, 0.0F);
036 this.leg1 = new ModelRenderer(this, 0, 16);
037 this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
038 this.leg1.setRotationPoint(-2.0F, (float)(12 + var2), 4.0F);
039 this.leg2 = new ModelRenderer(this, 0, 16);
040 this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
041 this.leg2.setRotationPoint(2.0F, (float)(12 + var2), 4.0F);
042 this.leg3 = new ModelRenderer(this, 0, 16);
043 this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
044 this.leg3.setRotationPoint(-2.0F, (float)(12 + var2), -4.0F);
045 this.leg4 = new ModelRenderer(this, 0, 16);
046 this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
047 this.leg4.setRotationPoint(2.0F, (float)(12 + var2), -4.0F);
048 }
049
050 /**
051 * Sets the models various rotation angles then renders the model.
052 */
053 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
054 {
055 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
056 this.head.render(par7);
057 this.body.render(par7);
058 this.leg1.render(par7);
059 this.leg2.render(par7);
060 this.leg3.render(par7);
061 this.leg4.render(par7);
062 }
063
064 /**
065 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
066 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
067 * "far" arms and legs can swing at most.
068 */
069 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
070 {
071 this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
072 this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
073 this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
074 this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
075 this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
076 this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
077 }
078 }