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 ModelWither extends ModelBase 008 { 009 private ModelRenderer[] field_82905_a; 010 private ModelRenderer[] field_82904_b; 011 012 public ModelWither() 013 { 014 this.textureWidth = 64; 015 this.textureHeight = 64; 016 this.field_82905_a = new ModelRenderer[3]; 017 this.field_82905_a[0] = new ModelRenderer(this, 0, 16); 018 this.field_82905_a[0].addBox(-10.0F, 3.9F, -0.5F, 20, 3, 3); 019 this.field_82905_a[1] = (new ModelRenderer(this)).setTextureSize(this.textureWidth, this.textureHeight); 020 this.field_82905_a[1].setRotationPoint(-2.0F, 6.9F, -0.5F); 021 this.field_82905_a[1].setTextureOffset(0, 22).addBox(0.0F, 0.0F, 0.0F, 3, 10, 3); 022 this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 1.5F, 0.5F, 11, 2, 2); 023 this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 4.0F, 0.5F, 11, 2, 2); 024 this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 6.5F, 0.5F, 11, 2, 2); 025 this.field_82905_a[2] = new ModelRenderer(this, 12, 22); 026 this.field_82905_a[2].addBox(0.0F, 0.0F, 0.0F, 3, 6, 3); 027 this.field_82904_b = new ModelRenderer[3]; 028 this.field_82904_b[0] = new ModelRenderer(this, 0, 0); 029 this.field_82904_b[0].addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8); 030 this.field_82904_b[1] = new ModelRenderer(this, 32, 0); 031 this.field_82904_b[1].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6); 032 this.field_82904_b[1].rotationPointX = -8.0F; 033 this.field_82904_b[1].rotationPointY = 4.0F; 034 this.field_82904_b[2] = new ModelRenderer(this, 32, 0); 035 this.field_82904_b[2].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6); 036 this.field_82904_b[2].rotationPointX = 10.0F; 037 this.field_82904_b[2].rotationPointY = 4.0F; 038 } 039 040 public int func_82903_a() 041 { 042 return 32; 043 } 044 045 /** 046 * Sets the models various rotation angles then renders the model. 047 */ 048 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 049 { 050 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 051 ModelRenderer[] var8 = this.field_82904_b; 052 int var9 = var8.length; 053 int var10; 054 ModelRenderer var11; 055 056 for (var10 = 0; var10 < var9; ++var10) 057 { 058 var11 = var8[var10]; 059 var11.render(par7); 060 } 061 062 var8 = this.field_82905_a; 063 var9 = var8.length; 064 065 for (var10 = 0; var10 < var9; ++var10) 066 { 067 var11 = var8[var10]; 068 var11.render(par7); 069 } 070 } 071 072 /** 073 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 074 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 075 * "far" arms and legs can swing at most. 076 */ 077 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 078 { 079 float var8 = MathHelper.cos(par3 * 0.1F); 080 this.field_82905_a[1].rotateAngleX = (0.065F + 0.05F * var8) * (float)Math.PI; 081 this.field_82905_a[2].setRotationPoint(-2.0F, 6.9F + MathHelper.cos(this.field_82905_a[1].rotateAngleX) * 10.0F, -0.5F + MathHelper.sin(this.field_82905_a[1].rotateAngleX) * 10.0F); 082 this.field_82905_a[2].rotateAngleX = (0.265F + 0.1F * var8) * (float)Math.PI; 083 this.field_82904_b[0].rotateAngleY = par4 / (180F / (float)Math.PI); 084 this.field_82904_b[0].rotateAngleX = par5 / (180F / (float)Math.PI); 085 } 086 087 /** 088 * Used for easily adding entity-dependent animations. The second and third float params here are the same second 089 * and third as in the setRotationAngles method. 090 */ 091 public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4) 092 { 093 EntityWither var5 = (EntityWither)par1EntityLiving; 094 095 for (int var6 = 1; var6 < 3; ++var6) 096 { 097 this.field_82904_b[var6].rotateAngleY = (var5.func_82207_a(var6 - 1) - par1EntityLiving.renderYawOffset) / (180F / (float)Math.PI); 098 this.field_82904_b[var6].rotateAngleX = var5.func_82210_r(var6 - 1) / (180F / (float)Math.PI); 099 } 100 } 101 }