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.boss.EntityWither; 008 import net.minecraft.util.MathHelper; 009 010 @SideOnly(Side.CLIENT) 011 public class ModelWither extends ModelBase 012 { 013 private ModelRenderer[] field_82905_a; 014 private ModelRenderer[] field_82904_b; 015 016 public ModelWither() 017 { 018 this.textureWidth = 64; 019 this.textureHeight = 64; 020 this.field_82905_a = new ModelRenderer[3]; 021 this.field_82905_a[0] = new ModelRenderer(this, 0, 16); 022 this.field_82905_a[0].addBox(-10.0F, 3.9F, -0.5F, 20, 3, 3); 023 this.field_82905_a[1] = (new ModelRenderer(this)).setTextureSize(this.textureWidth, this.textureHeight); 024 this.field_82905_a[1].setRotationPoint(-2.0F, 6.9F, -0.5F); 025 this.field_82905_a[1].setTextureOffset(0, 22).addBox(0.0F, 0.0F, 0.0F, 3, 10, 3); 026 this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 1.5F, 0.5F, 11, 2, 2); 027 this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 4.0F, 0.5F, 11, 2, 2); 028 this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 6.5F, 0.5F, 11, 2, 2); 029 this.field_82905_a[2] = new ModelRenderer(this, 12, 22); 030 this.field_82905_a[2].addBox(0.0F, 0.0F, 0.0F, 3, 6, 3); 031 this.field_82904_b = new ModelRenderer[3]; 032 this.field_82904_b[0] = new ModelRenderer(this, 0, 0); 033 this.field_82904_b[0].addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8); 034 this.field_82904_b[1] = new ModelRenderer(this, 32, 0); 035 this.field_82904_b[1].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6); 036 this.field_82904_b[1].rotationPointX = -8.0F; 037 this.field_82904_b[1].rotationPointY = 4.0F; 038 this.field_82904_b[2] = new ModelRenderer(this, 32, 0); 039 this.field_82904_b[2].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6); 040 this.field_82904_b[2].rotationPointX = 10.0F; 041 this.field_82904_b[2].rotationPointY = 4.0F; 042 } 043 044 public int func_82903_a() 045 { 046 return 32; 047 } 048 049 /** 050 * Sets the models various rotation angles then renders the model. 051 */ 052 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 053 { 054 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 055 ModelRenderer[] var8 = this.field_82904_b; 056 int var9 = var8.length; 057 int var10; 058 ModelRenderer var11; 059 060 for (var10 = 0; var10 < var9; ++var10) 061 { 062 var11 = var8[var10]; 063 var11.render(par7); 064 } 065 066 var8 = this.field_82905_a; 067 var9 = var8.length; 068 069 for (var10 = 0; var10 < var9; ++var10) 070 { 071 var11 = var8[var10]; 072 var11.render(par7); 073 } 074 } 075 076 /** 077 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 078 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 079 * "far" arms and legs can swing at most. 080 */ 081 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 082 { 083 float var8 = MathHelper.cos(par3 * 0.1F); 084 this.field_82905_a[1].rotateAngleX = (0.065F + 0.05F * var8) * (float)Math.PI; 085 this.field_82905_a[2].setRotationPoint(-2.0F, 6.9F + MathHelper.cos(this.field_82905_a[1].rotateAngleX) * 10.0F, -0.5F + MathHelper.sin(this.field_82905_a[1].rotateAngleX) * 10.0F); 086 this.field_82905_a[2].rotateAngleX = (0.265F + 0.1F * var8) * (float)Math.PI; 087 this.field_82904_b[0].rotateAngleY = par4 / (180F / (float)Math.PI); 088 this.field_82904_b[0].rotateAngleX = par5 / (180F / (float)Math.PI); 089 } 090 091 /** 092 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 093 * and third as in the setRotationAngles method. 094 */ 095 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 096 { 097 EntityWither var5 = (EntityWither)par1EntityLiving; 098 099 for (int var6 = 1; var6 < 3; ++var6) 100 { 101 this.field_82904_b[var6].rotateAngleY = (var5.func_82207_a(var6 - 1) - par1EntityLiving.renderYawOffset) / (180F / (float)Math.PI); 102 this.field_82904_b[var6].rotateAngleX = var5.func_82210_r(var6 - 1) / (180F / (float)Math.PI); 103 } 104 } 105 }