001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 006 @SideOnly(Side.CLIENT) 007 public class ModelBlaze extends ModelBase 008 { 009 /** The sticks that fly around the Blaze. */ 010 private ModelRenderer[] blazeSticks = new ModelRenderer[12]; 011 private ModelRenderer blazeHead; 012 013 public ModelBlaze() 014 { 015 for (int var1 = 0; var1 < this.blazeSticks.length; ++var1) 016 { 017 this.blazeSticks[var1] = new ModelRenderer(this, 0, 16); 018 this.blazeSticks[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2); 019 } 020 021 this.blazeHead = new ModelRenderer(this, 0, 0); 022 this.blazeHead.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8); 023 } 024 025 public int func_78104_a() 026 { 027 return 8; 028 } 029 030 /** 031 * Sets the models various rotation angles then renders the model. 032 */ 033 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 034 { 035 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 036 this.blazeHead.render(par7); 037 ModelRenderer[] var8 = this.blazeSticks; 038 int var9 = var8.length; 039 040 for (int var10 = 0; var10 < var9; ++var10) 041 { 042 ModelRenderer var11 = var8[var10]; 043 var11.render(par7); 044 } 045 } 046 047 /** 048 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 049 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 050 * "far" arms and legs can swing at most. 051 */ 052 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 053 { 054 float var8 = par3 * (float)Math.PI * -0.1F; 055 int var9; 056 057 for (var9 = 0; var9 < 4; ++var9) 058 { 059 this.blazeSticks[var9].rotationPointY = -2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F); 060 this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 9.0F; 061 this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 9.0F; 062 ++var8; 063 } 064 065 var8 = ((float)Math.PI / 4F) + par3 * (float)Math.PI * 0.03F; 066 067 for (var9 = 4; var9 < 8; ++var9) 068 { 069 this.blazeSticks[var9].rotationPointY = 2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F); 070 this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 7.0F; 071 this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 7.0F; 072 ++var8; 073 } 074 075 var8 = 0.47123894F + par3 * (float)Math.PI * -0.05F; 076 077 for (var9 = 8; var9 < 12; ++var9) 078 { 079 this.blazeSticks[var9].rotationPointY = 11.0F + MathHelper.cos(((float)var9 * 1.5F + par3) * 0.5F); 080 this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 5.0F; 081 this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 5.0F; 082 ++var8; 083 } 084 085 this.blazeHead.rotateAngleY = par4 / (180F / (float)Math.PI); 086 this.blazeHead.rotateAngleX = par5 / (180F / (float)Math.PI); 087 } 088 }