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 }