001 package net.minecraft.client.model;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.entity.Entity;
006
007 @SideOnly(Side.CLIENT)
008 public 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 }