001package net.minecraft.client.model;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.entity.Entity;
006import net.minecraft.entity.EntityLiving;
007import net.minecraft.entity.boss.EntityWither;
008import net.minecraft.util.MathHelper;
009
010@SideOnly(Side.CLIENT)
011public class ModelWither extends ModelBase
012{
013    private ModelRenderer[] field_82905_a;
014    private ModelRenderer[] field_82904_b;
015
016    public ModelWither()
017    {
018        this.textureWidth = 64;
019        this.textureHeight = 64;
020        this.field_82905_a = new ModelRenderer[3];
021        this.field_82905_a[0] = new ModelRenderer(this, 0, 16);
022        this.field_82905_a[0].addBox(-10.0F, 3.9F, -0.5F, 20, 3, 3);
023        this.field_82905_a[1] = (new ModelRenderer(this)).setTextureSize(this.textureWidth, this.textureHeight);
024        this.field_82905_a[1].setRotationPoint(-2.0F, 6.9F, -0.5F);
025        this.field_82905_a[1].setTextureOffset(0, 22).addBox(0.0F, 0.0F, 0.0F, 3, 10, 3);
026        this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 1.5F, 0.5F, 11, 2, 2);
027        this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 4.0F, 0.5F, 11, 2, 2);
028        this.field_82905_a[1].setTextureOffset(24, 22).addBox(-4.0F, 6.5F, 0.5F, 11, 2, 2);
029        this.field_82905_a[2] = new ModelRenderer(this, 12, 22);
030        this.field_82905_a[2].addBox(0.0F, 0.0F, 0.0F, 3, 6, 3);
031        this.field_82904_b = new ModelRenderer[3];
032        this.field_82904_b[0] = new ModelRenderer(this, 0, 0);
033        this.field_82904_b[0].addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
034        this.field_82904_b[1] = new ModelRenderer(this, 32, 0);
035        this.field_82904_b[1].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6);
036        this.field_82904_b[1].rotationPointX = -8.0F;
037        this.field_82904_b[1].rotationPointY = 4.0F;
038        this.field_82904_b[2] = new ModelRenderer(this, 32, 0);
039        this.field_82904_b[2].addBox(-4.0F, -4.0F, -4.0F, 6, 6, 6);
040        this.field_82904_b[2].rotationPointX = 10.0F;
041        this.field_82904_b[2].rotationPointY = 4.0F;
042    }
043
044    public int func_82903_a()
045    {
046        return 32;
047    }
048
049    /**
050     * Sets the models various rotation angles then renders the model.
051     */
052    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
053    {
054        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
055        ModelRenderer[] amodelrenderer = this.field_82904_b;
056        int i = amodelrenderer.length;
057        int j;
058        ModelRenderer modelrenderer;
059
060        for (j = 0; j < i; ++j)
061        {
062            modelrenderer = amodelrenderer[j];
063            modelrenderer.render(par7);
064        }
065
066        amodelrenderer = this.field_82905_a;
067        i = amodelrenderer.length;
068
069        for (j = 0; j < i; ++j)
070        {
071            modelrenderer = amodelrenderer[j];
072            modelrenderer.render(par7);
073        }
074    }
075
076    /**
077     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
078     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
079     * "far" arms and legs can swing at most.
080     */
081    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
082    {
083        float f6 = MathHelper.cos(par3 * 0.1F);
084        this.field_82905_a[1].rotateAngleX = (0.065F + 0.05F * f6) * (float)Math.PI;
085        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);
086        this.field_82905_a[2].rotateAngleX = (0.265F + 0.1F * f6) * (float)Math.PI;
087        this.field_82904_b[0].rotateAngleY = par4 / (180F / (float)Math.PI);
088        this.field_82904_b[0].rotateAngleX = par5 / (180F / (float)Math.PI);
089    }
090
091    /**
092     * Used for easily adding entity-dependent animations. The second and third float params here are the same second
093     * and third as in the setRotationAngles method.
094     */
095    public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
096    {
097        EntityWither entitywither = (EntityWither)par1EntityLiving;
098
099        for (int i = 1; i < 3; ++i)
100        {
101            this.field_82904_b[i].rotateAngleY = (entitywither.func_82207_a(i - 1) - par1EntityLiving.renderYawOffset) / (180F / (float)Math.PI);
102            this.field_82904_b[i].rotateAngleX = entitywither.func_82210_r(i - 1) / (180F / (float)Math.PI);
103        }
104    }
105}