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 ModelZombieVillager extends ModelBiped 010 { 011 public ModelZombieVillager() 012 { 013 this(0.0F, 0.0F, false); 014 } 015 016 public ModelZombieVillager(float par1, float par2, boolean par3) 017 { 018 super(par1, 0.0F, 64, par3 ? 32 : 64); 019 020 if (par3) 021 { 022 this.bipedHead = new ModelRenderer(this, 0, 0); 023 this.bipedHead.addBox(-4.0F, -10.0F, -4.0F, 8, 6, 8, par1); 024 this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 025 } 026 else 027 { 028 this.bipedHead = new ModelRenderer(this); 029 this.bipedHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F); 030 this.bipedHead.setTextureOffset(0, 32).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1); 031 this.bipedHead.setTextureOffset(24, 32).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, par1); 032 } 033 } 034 035 public int func_82897_a() 036 { 037 return 10; 038 } 039 040 /** 041 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 042 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 043 * "far" arms and legs can swing at most. 044 */ 045 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 046 { 047 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity); 048 float var8 = MathHelper.sin(this.onGround * (float)Math.PI); 049 float var9 = MathHelper.sin((1.0F - (1.0F - this.onGround) * (1.0F - this.onGround)) * (float)Math.PI); 050 this.bipedRightArm.rotateAngleZ = 0.0F; 051 this.bipedLeftArm.rotateAngleZ = 0.0F; 052 this.bipedRightArm.rotateAngleY = -(0.1F - var8 * 0.6F); 053 this.bipedLeftArm.rotateAngleY = 0.1F - var8 * 0.6F; 054 this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F); 055 this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F); 056 this.bipedRightArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F; 057 this.bipedLeftArm.rotateAngleX -= var8 * 1.2F - var9 * 0.4F; 058 this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 059 this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F; 060 this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F; 061 this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F; 062 } 063 }