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 ModelIronGolem extends ModelBase
008    {
009        /** The head model for the iron golem. */
010        public ModelRenderer ironGolemHead;
011    
012        /** The body model for the iron golem. */
013        public ModelRenderer ironGolemBody;
014    
015        /** The right arm model for the iron golem. */
016        public ModelRenderer ironGolemRightArm;
017    
018        /** The left arm model for the iron golem. */
019        public ModelRenderer ironGolemLeftArm;
020    
021        /** The left leg model for the Iron Golem. */
022        public ModelRenderer ironGolemLeftLeg;
023    
024        /** The right leg model for the Iron Golem. */
025        public ModelRenderer ironGolemRightLeg;
026    
027        public ModelIronGolem()
028        {
029            this(0.0F);
030        }
031    
032        public ModelIronGolem(float par1)
033        {
034            this(par1, -7.0F);
035        }
036    
037        public ModelIronGolem(float par1, float par2)
038        {
039            short var3 = 128;
040            short var4 = 128;
041            this.ironGolemHead = (new ModelRenderer(this)).setTextureSize(var3, var4);
042            this.ironGolemHead.setRotationPoint(0.0F, 0.0F + par2, -2.0F);
043            this.ironGolemHead.setTextureOffset(0, 0).addBox(-4.0F, -12.0F, -5.5F, 8, 10, 8, par1);
044            this.ironGolemHead.setTextureOffset(24, 0).addBox(-1.0F, -5.0F, -7.5F, 2, 4, 2, par1);
045            this.ironGolemBody = (new ModelRenderer(this)).setTextureSize(var3, var4);
046            this.ironGolemBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
047            this.ironGolemBody.setTextureOffset(0, 40).addBox(-9.0F, -2.0F, -6.0F, 18, 12, 11, par1);
048            this.ironGolemBody.setTextureOffset(0, 70).addBox(-4.5F, 10.0F, -3.0F, 9, 5, 6, par1 + 0.5F);
049            this.ironGolemRightArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
050            this.ironGolemRightArm.setRotationPoint(0.0F, -7.0F, 0.0F);
051            this.ironGolemRightArm.setTextureOffset(60, 21).addBox(-13.0F, -2.5F, -3.0F, 4, 30, 6, par1);
052            this.ironGolemLeftArm = (new ModelRenderer(this)).setTextureSize(var3, var4);
053            this.ironGolemLeftArm.setRotationPoint(0.0F, -7.0F, 0.0F);
054            this.ironGolemLeftArm.setTextureOffset(60, 58).addBox(9.0F, -2.5F, -3.0F, 4, 30, 6, par1);
055            this.ironGolemLeftLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
056            this.ironGolemLeftLeg.setRotationPoint(-4.0F, 18.0F + par2, 0.0F);
057            this.ironGolemLeftLeg.setTextureOffset(37, 0).addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
058            this.ironGolemRightLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
059            this.ironGolemRightLeg.mirror = true;
060            this.ironGolemRightLeg.setTextureOffset(60, 0).setRotationPoint(5.0F, 18.0F + par2, 0.0F);
061            this.ironGolemRightLeg.addBox(-3.5F, -3.0F, -3.0F, 6, 16, 5, par1);
062        }
063    
064        /**
065         * Sets the models various rotation angles then renders the model.
066         */
067        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
068        {
069            this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
070            this.ironGolemHead.render(par7);
071            this.ironGolemBody.render(par7);
072            this.ironGolemLeftLeg.render(par7);
073            this.ironGolemRightLeg.render(par7);
074            this.ironGolemRightArm.render(par7);
075            this.ironGolemLeftArm.render(par7);
076        }
077    
078        /**
079         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
080         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
081         * "far" arms and legs can swing at most.
082         */
083        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
084        {
085            this.ironGolemHead.rotateAngleY = par4 / (180F / (float)Math.PI);
086            this.ironGolemHead.rotateAngleX = par5 / (180F / (float)Math.PI);
087            this.ironGolemLeftLeg.rotateAngleX = -1.5F * this.func_78172_a(par1, 13.0F) * par2;
088            this.ironGolemRightLeg.rotateAngleX = 1.5F * this.func_78172_a(par1, 13.0F) * par2;
089            this.ironGolemLeftLeg.rotateAngleY = 0.0F;
090            this.ironGolemRightLeg.rotateAngleY = 0.0F;
091        }
092    
093        /**
094         * Used for easily adding entity-dependent animations. The second and third float params here are the same second
095         * and third as in the setRotationAngles method.
096         */
097        public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
098        {
099            EntityIronGolem var5 = (EntityIronGolem)par1EntityLiving;
100            int var6 = var5.getAttackTimer();
101    
102            if (var6 > 0)
103            {
104                this.ironGolemRightArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
105                this.ironGolemLeftArm.rotateAngleX = -2.0F + 1.5F * this.func_78172_a((float)var6 - par4, 10.0F);
106            }
107            else
108            {
109                int var7 = var5.getHoldRoseTick();
110    
111                if (var7 > 0)
112                {
113                    this.ironGolemRightArm.rotateAngleX = -0.8F + 0.025F * this.func_78172_a((float)var7, 70.0F);
114                    this.ironGolemLeftArm.rotateAngleX = 0.0F;
115                }
116                else
117                {
118                    this.ironGolemRightArm.rotateAngleX = (-0.2F + 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
119                    this.ironGolemLeftArm.rotateAngleX = (-0.2F - 1.5F * this.func_78172_a(par2, 13.0F)) * par3;
120                }
121            }
122        }
123    
124        private float func_78172_a(float par1, float par2)
125        {
126            return (Math.abs(par1 % par2 - par2 * 0.5F) - par2 * 0.25F) / (par2 * 0.25F);
127        }
128    }