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    }