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    }