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.entity.EntityLiving;
007    import net.minecraft.entity.monster.EntityIronGolem;
008    
009    @SideOnly(Side.CLIENT)
010    public class ModelIronGolem extends ModelBase
011    {
012        /** The head model for the iron golem. */
013        public ModelRenderer ironGolemHead;
014    
015        /** The body model for the iron golem. */
016        public ModelRenderer ironGolemBody;
017    
018        /** The right arm model for the iron golem. */
019        public ModelRenderer ironGolemRightArm;
020    
021        /** The left arm model for the iron golem. */
022        public ModelRenderer ironGolemLeftArm;
023    
024        /** The left leg model for the Iron Golem. */
025        public ModelRenderer ironGolemLeftLeg;
026    
027        /** The right leg model for the Iron Golem. */
028        public ModelRenderer ironGolemRightLeg;
029    
030        public ModelIronGolem()
031        {
032            this(0.0F);
033        }
034    
035        public ModelIronGolem(float par1)
036        {
037            this(par1, -7.0F);
038        }
039    
040        public ModelIronGolem(float par1, float par2)
041        {
042            short var3 = 128;
043            short var4 = 128;
044            this.ironGolemHead = (new ModelRenderer(this)).setTextureSize(var3, var4);
045            this.ironGolemHead.setRotationPoint(0.0F, 0.0F + par2, -2.0F);
046            this.ironGolemHead.setTextureOffset(0, 0).addBox(-4.0F, -12.0F, -5.5F, 8, 10, 8, par1);
047            this.ironGolemHead.setTextureOffset(24, 0).addBox(-1.0F, -5.0F, -7.5F, 2, 4, 2, par1);
048            this.ironGolemBody = (new ModelRenderer(this)).setTextureSize(var3, var4);
049            this.ironGolemBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
050            this.ironGolemBody.setTextureOffset(0, 40).addBox(-9.0F, -2.0F, -6.0F, 18, 12, 11, par1);
051            this.ironGolemBody.setTextureOffset(0, 70).addBox(-4.5F, 10.0F, -3.0F, 9, 5, 6, par1 + 0.5F);
052            this.ironGolemRightArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
053            this.ironGolemRightArm.setRotationPoint(0.0F, -7.0F, 0.0F);
054            this.ironGolemRightArm.setTextureOffset(60, 21).addBox(-13.0F, -2.5F, -3.0F, 4, 30, 6, par1);
055            this.ironGolemLeftArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
056            this.ironGolemLeftArm.setRotationPoint(0.0F, -7.0F, 0.0F);
057            this.ironGolemLeftArm.setTextureOffset(60, 58).addBox(9.0F, -2.5F, -3.0F, 4, 30, 6, par1);
058            this.ironGolemLeftLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
059            this.ironGolemLeftLeg.setRotationPoint(-4.0F, 18.0F + par2, 0.0F);
060            this.ironGolemLeftLeg.setTextureOffset(37, 0).addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
061            this.ironGolemRightLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
062            this.ironGolemRightLeg.mirror = true;
063            this.ironGolemRightLeg.setTextureOffset(60, 0).setRotationPoint(5.0F, 18.0F + par2, 0.0F);
064            this.ironGolemRightLeg.addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
065        }
066    
067        /**
068         * Sets the models various rotation angles then renders the model.
069         */
070        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
071        {
072            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
073            this.ironGolemHead.render(par7);
074            this.ironGolemBody.render(par7);
075            this.ironGolemLeftLeg.render(par7);
076            this.ironGolemRightLeg.render(par7);
077            this.ironGolemRightArm.render(par7);
078            this.ironGolemLeftArm.render(par7);
079        }
080    
081        /**
082         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
083         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
084         * "far" arms and legs can swing at most.
085         */
086        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
087        {
088            this.ironGolemHead.rotateAngleY = par4 / (180F / (float)Math.PI);
089            this.ironGolemHead.rotateAngleX = par5 / (180F / (float)Math.PI);
090            this.ironGolemLeftLeg.rotateAngleX = -1.5F * this.func_78172_a(par1, 13.0F) * par2;
091            this.ironGolemRightLeg.rotateAngleX = 1.5F * this.func_78172_a(par1, 13.0F) * par2;
092            this.ironGolemLeftLeg.rotateAngleY = 0.0F;
093            this.ironGolemRightLeg.rotateAngleY = 0.0F;
094        }
095    
096        /**
097         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
098         * and third as in the setRotationAngles method.
099         */
100        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
101        {
102            EntityIronGolem var5 = (EntityIronGolem)par1EntityLiving;
103            int var6 = var5.getAttackTimer();
104    
105            if (var6 > 0)
106            {
107                this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
108                this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
109            }
110            else
111            {
112                int var7 = var5.getHoldRoseTick();
113    
114                if (var7 > 0)
115                {
116                    this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float)var7, 70.0F);
117                    this.ironGolemLeftArm.rotateAngleX = 0.0F;
118                }
119                else
120                {
121                    this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
122                    this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
123                }
124            }
125        }
126    
127        private float func_78172_a(float par1, float par2)
128        {
129            return (Math.abs(par1 % par2 - par2 * 0.5F) - par2 * 0.25F) / (par2 * 0.25F);
130        }
131    }