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 ModelCreeper extends ModelBase 008 { 009 public ModelRenderer head; 010 public ModelRenderer field_78133_b; 011 public ModelRenderer body; 012 public ModelRenderer leg1; 013 public ModelRenderer leg2; 014 public ModelRenderer leg3; 015 public ModelRenderer leg4; 016 017 public ModelCreeper() 018 { 019 this(0.0F); 020 } 021 022 public ModelCreeper(float par1) 023 { 024 byte var2 = 4; 025 this.head = new ModelRenderer(this, 0, 0); 026 this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1); 027 this.head.setRotationPoint(0.0F, (float)var2, 0.0F); 028 this.field_78133_b = new ModelRenderer(this, 32, 0); 029 this.field_78133_b.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F); 030 this.field_78133_b.setRotationPoint(0.0F, (float)var2, 0.0F); 031 this.body = new ModelRenderer(this, 16, 16); 032 this.body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1); 033 this.body.setRotationPoint(0.0F, (float)var2, 0.0F); 034 this.leg1 = new ModelRenderer(this, 0, 16); 035 this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1); 036 this.leg1.setRotationPoint(-2.0F, (float)(12 + var2), 4.0F); 037 this.leg2 = new ModelRenderer(this, 0, 16); 038 this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1); 039 this.leg2.setRotationPoint(2.0F, (float)(12 + var2), 4.0F); 040 this.leg3 = new ModelRenderer(this, 0, 16); 041 this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1); 042 this.leg3.setRotationPoint(-2.0F, (float)(12 + var2), -4.0F); 043 this.leg4 = new ModelRenderer(this, 0, 16); 044 this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1); 045 this.leg4.setRotationPoint(2.0F, (float)(12 + var2), -4.0F); 046 } 047 048 /** 049 * Sets the models various rotation angles then renders the model. 050 */ 051 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 052 { 053 this.setRotationAngles(par2, par3, par4, par5, par6, par7); 054 this.head.render(par7); 055 this.body.render(par7); 056 this.leg1.render(par7); 057 this.leg2.render(par7); 058 this.leg3.render(par7); 059 this.leg4.render(par7); 060 } 061 062 /** 063 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 064 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 065 * "far" arms and legs can swing at most. 066 */ 067 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6) 068 { 069 this.head.rotateAngleY = par4 / (180F / (float)Math.PI); 070 this.head.rotateAngleX = par5 / (180F / (float)Math.PI); 071 this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; 072 this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; 073 this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2; 074 this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2; 075 } 076 }