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 ModelSilverfish extends ModelBase
010    {
011        /** The body parts of the silverfish's model. */
012        private ModelRenderer[] silverfishBodyParts = new ModelRenderer[7];
013    
014        /** The wings (dust-looking sprites) on the silverfish's model. */
015        private ModelRenderer[] silverfishWings;
016        private float[] field_78170_c = new float[7];
017    
018        /** The widths, heights, and lengths for the silverfish model boxes. */
019        private static final int[][] silverfishBoxLength = new int[][] {{3, 2, 2}, {4, 3, 2}, {6, 4, 3}, {3, 3, 3}, {2, 2, 3}, {2, 1, 2}, {1, 1, 2}};
020    
021        /** The texture positions for the silverfish's model's boxes. */
022        private static final int[][] silverfishTexturePositions = new int[][] {{0, 0}, {0, 4}, {0, 9}, {0, 16}, {0, 22}, {11, 0}, {13, 4}};
023    
024        public ModelSilverfish()
025        {
026            float var1 = -3.5F;
027    
028            for (int var2 = 0; var2 < this.silverfishBodyParts.length; ++var2)
029            {
030                this.silverfishBodyParts[var2] = new ModelRenderer(this, silverfishTexturePositions[var2][0], silverfishTexturePositions[var2][1]);
031                this.silverfishBodyParts[var2].addBox((float)silverfishBoxLength[var2][0] * -0.5F, 0.0F, (float)silverfishBoxLength[var2][2] * -0.5F, silverfishBoxLength[var2][0], silverfishBoxLength[var2][1], silverfishBoxLength[var2][2]);
032                this.silverfishBodyParts[var2].setRotationPoint(0.0F, (float)(24 - silverfishBoxLength[var2][1]), var1);
033                this.field_78170_c[var2] = var1;
034    
035                if (var2 < this.silverfishBodyParts.length - 1)
036                {
037                    var1 += (float)(silverfishBoxLength[var2][2] + silverfishBoxLength[var2 + 1][2]) * 0.5F;
038                }
039            }
040    
041            this.silverfishWings = new ModelRenderer[3];
042            this.silverfishWings[0] = new ModelRenderer(this, 20, 0);
043            this.silverfishWings[0].addBox(-5.0F, 0.0F, (float)silverfishBoxLength[2][2] * -0.5F, 10, 8, silverfishBoxLength[2][2]);
044            this.silverfishWings[0].setRotationPoint(0.0F, 16.0F, this.field_78170_c[2]);
045            this.silverfishWings[1] = new ModelRenderer(this, 20, 11);
046            this.silverfishWings[1].addBox(-3.0F, 0.0F, (float)silverfishBoxLength[4][2] * -0.5F, 6, 4, silverfishBoxLength[4][2]);
047            this.silverfishWings[1].setRotationPoint(0.0F, 20.0F, this.field_78170_c[4]);
048            this.silverfishWings[2] = new ModelRenderer(this, 20, 18);
049            this.silverfishWings[2].addBox(-3.0F, 0.0F, (float)silverfishBoxLength[4][2] * -0.5F, 6, 5, silverfishBoxLength[1][2]);
050            this.silverfishWings[2].setRotationPoint(0.0F, 19.0F, this.field_78170_c[1]);
051        }
052    
053        /**
054         * Sets the models various rotation angles then renders the model.
055         */
056        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
057        {
058            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
059            int var8;
060    
061            for (var8 = 0; var8 < this.silverfishBodyParts.length; ++var8)
062            {
063                this.silverfishBodyParts[var8].render(par7);
064            }
065    
066            for (var8 = 0; var8 < this.silverfishWings.length; ++var8)
067            {
068                this.silverfishWings[var8].render(par7);
069            }
070        }
071    
072        /**
073         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
074         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
075         * "far" arms and legs can swing at most.
076         */
077        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
078        {
079            for (int var8 = 0; var8 < this.silverfishBodyParts.length; ++var8)
080            {
081                this.silverfishBodyParts[var8].rotateAngleY = MathHelper.cos(par3 * 0.9F + (float)var8 * 0.15F * (float)Math.PI) * (float)Math.PI * 0.05F * (float)(1 + Math.abs(var8 - 2));
082                this.silverfishBodyParts[var8].rotationPointX = MathHelper.sin(par3 * 0.9F + (float)var8 * 0.15F * (float)Math.PI) * (float)Math.PI * 0.2F * (float)Math.abs(var8 - 2);
083            }
084    
085            this.silverfishWings[0].rotateAngleY = this.silverfishBodyParts[2].rotateAngleY;
086            this.silverfishWings[1].rotateAngleY = this.silverfishBodyParts[4].rotateAngleY;
087            this.silverfishWings[1].rotationPointX = this.silverfishBodyParts[4].rotationPointX;
088            this.silverfishWings[2].rotateAngleY = this.silverfishBodyParts[1].rotateAngleY;
089            this.silverfishWings[2].rotationPointX = this.silverfishBodyParts[1].rotationPointX;
090        }
091    }