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 }