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; 006 007 @SideOnly(Side.CLIENT) 008 public class ModelSquid extends ModelBase 009 { 010 /** The squid's body */ 011 ModelRenderer squidBody; 012 013 /** The squid's tentacles */ 014 ModelRenderer[] squidTentacles = new ModelRenderer[8]; 015 016 public ModelSquid() 017 { 018 byte var1 = -16; 019 this.squidBody = new ModelRenderer(this, 0, 0); 020 this.squidBody.addBox(-6.0F, -8.0F, -6.0F, 12, 16, 12); 021 this.squidBody.rotationPointY += (float)(24 + var1); 022 023 for (int var2 = 0; var2 < this.squidTentacles.length; ++var2) 024 { 025 this.squidTentacles[var2] = new ModelRenderer(this, 48, 0); 026 double var3 = (double)var2 * Math.PI * 2.0D / (double)this.squidTentacles.length; 027 float var5 = (float)Math.cos(var3) * 5.0F; 028 float var6 = (float)Math.sin(var3) * 5.0F; 029 this.squidTentacles[var2].addBox(-1.0F, 0.0F, -1.0F, 2, 18, 2); 030 this.squidTentacles[var2].rotationPointX = var5; 031 this.squidTentacles[var2].rotationPointZ = var6; 032 this.squidTentacles[var2].rotationPointY = (float)(31 + var1); 033 var3 = (double)var2 * Math.PI * -2.0D / (double)this.squidTentacles.length + (Math.PI / 2D); 034 this.squidTentacles[var2].rotateAngleY = (float)var3; 035 } 036 } 037 038 /** 039 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 040 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 041 * "far" arms and legs can swing at most. 042 */ 043 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 044 { 045 ModelRenderer[] var8 = this.squidTentacles; 046 int var9 = var8.length; 047 048 for (int var10 = 0; var10 < var9; ++var10) 049 { 050 ModelRenderer var11 = var8[var10]; 051 var11.rotateAngleX = par3; 052 } 053 } 054 055 /** 056 * Sets the models various rotation angles then renders the model. 057 */ 058 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 059 { 060 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 061 this.squidBody.render(par7); 062 063 for (int var8 = 0; var8 < this.squidTentacles.length; ++var8) 064 { 065 this.squidTentacles[var8].render(par7); 066 } 067 } 068 }