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 ModelBlaze extends ModelBase
008    {
009        private ModelRenderer[] field_78106_a = new ModelRenderer[12];
010        private ModelRenderer field_78105_b;
011    
012        public ModelBlaze()
013        {
014            for (int var1 = 0; var1 < this.field_78106_a.length; ++var1)
015            {
016                this.field_78106_a[var1] = new ModelRenderer(this, 0, 16);
017                this.field_78106_a[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2);
018            }
019    
020            this.field_78105_b = new ModelRenderer(this, 0, 0);
021            this.field_78105_b.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
022        }
023    
024        public int func_78104_a()
025        {
026            return 8;
027        }
028    
029        /**
030         * Sets the models various rotation angles then renders the model.
031         */
032        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
033        {
034            this.setRotationAngles(par2, par3, par4, par5, par6, par7);
035            this.field_78105_b.render(par7);
036            ModelRenderer[] var8 = this.field_78106_a;
037            int var9 = var8.length;
038    
039            for (int var10 = 0; var10 < var9; ++var10)
040            {
041                ModelRenderer var11 = var8[var10];
042                var11.render(par7);
043            }
044        }
045    
046        /**
047         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
048         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
049         * "far" arms and legs can swing at most.
050         */
051        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
052        {
053            float var7 = par3 * (float)Math.PI * -0.1F;
054            int var8;
055    
056            for (var8 = 0; var8 < 4; ++var8)
057            {
058                this.field_78106_a[var8].rotationPointY = -2.0F + MathHelper.cos(((float)(var8 * 2) + par3) * 0.25F);
059                this.field_78106_a[var8].rotationPointX = MathHelper.cos(var7) * 9.0F;
060                this.field_78106_a[var8].rotationPointZ = MathHelper.sin(var7) * 9.0F;
061                ++var7;
062            }
063    
064            var7 = ((float)Math.PI / 4F) + par3 * (float)Math.PI * 0.03F;
065    
066            for (var8 = 4; var8 < 8; ++var8)
067            {
068                this.field_78106_a[var8].rotationPointY = 2.0F + MathHelper.cos(((float)(var8 * 2) + par3) * 0.25F);
069                this.field_78106_a[var8].rotationPointX = MathHelper.cos(var7) * 7.0F;
070                this.field_78106_a[var8].rotationPointZ = MathHelper.sin(var7) * 7.0F;
071                ++var7;
072            }
073    
074            var7 = 0.47123894F + par3 * (float)Math.PI * -0.05F;
075    
076            for (var8 = 8; var8 < 12; ++var8)
077            {
078                this.field_78106_a[var8].rotationPointY = 11.0F + MathHelper.cos(((float)var8 * 1.5F + par3) * 0.5F);
079                this.field_78106_a[var8].rotationPointX = MathHelper.cos(var7) * 5.0F;
080                this.field_78106_a[var8].rotationPointZ = MathHelper.sin(var7) * 5.0F;
081                ++var7;
082            }
083    
084            this.field_78105_b.rotateAngleY = par4 / (180F / (float)Math.PI);
085            this.field_78105_b.rotateAngleX = par5 / (180F / (float)Math.PI);
086        }
087    }