001package net.minecraft.client.model;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.entity.Entity;
006
007@SideOnly(Side.CLIENT)
008public class ModelSkeletonHead extends ModelBase
009{
010    public ModelRenderer skeletonHead;
011
012    public ModelSkeletonHead()
013    {
014        this(0, 35, 64, 64);
015    }
016
017    public ModelSkeletonHead(int par1, int par2, int par3, int par4)
018    {
019        this.textureWidth = par3;
020        this.textureHeight = par4;
021        this.skeletonHead = new ModelRenderer(this, par1, par2);
022        this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);
023        this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F);
024    }
025
026    /**
027     * Sets the models various rotation angles then renders the model.
028     */
029    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
030    {
031        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
032        this.skeletonHead.render(par7);
033    }
034
035    /**
036     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
037     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
038     * "far" arms and legs can swing at most.
039     */
040    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
041    {
042        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
043        this.skeletonHead.rotateAngleY = par4 / (180F / (float)Math.PI);
044        this.skeletonHead.rotateAngleX = par5 / (180F / (float)Math.PI);
045    }
046}