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 import net.minecraft.entity.EntityLiving;
007 import net.minecraft.entity.boss.EntityWither;
008 import net.minecraft.util.MathHelper;
009
010 @SideOnly(Side.CLIENT)
011 public 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[] var8 = this.field_82904_b;
056 int var9 = var8.length;
057 int var10;
058 ModelRenderer var11;
059
060 for (var10 = 0; var10 < var9; ++var10)
061 {
062 var11 = var8[var10];
063 var11.render(par7);
064 }
065
066 var8 = this.field_82905_a;
067 var9 = var8.length;
068
069 for (var10 = 0; var10 < var9; ++var10)
070 {
071 var11 = var8[var10];
072 var11.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 var8 = MathHelper.cos(par3 * 0.1F);
084 this.field_82905_a[1].rotateAngleX = (0.065F + 0.05F * var8) * (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 * var8) * (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 var5 = (EntityWither)par1EntityLiving;
098
099 for (int var6 = 1; var6 < 3; ++var6)
100 {
101 this.field_82904_b[var6].rotateAngleY = (var5.func_82207_a(var6 - 1) - par1EntityLiving.renderYawOffset) / (180F / (float)Math.PI);
102 this.field_82904_b[var6].rotateAngleX = var5.func_82210_r(var6 - 1) / (180F / (float)Math.PI);
103 }
104 }
105 }