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 ModelSnowMan extends ModelBase 008 { 009 public ModelRenderer body; 010 public ModelRenderer bottomBody; 011 public ModelRenderer head; 012 public ModelRenderer rightHand; 013 public ModelRenderer leftHand; 014 015 public ModelSnowMan() 016 { 017 float var1 = 4.0F; 018 float var2 = 0.0F; 019 this.head = (new ModelRenderer(this, 0, 0)).setTextureSize(64, 64); 020 this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, var2 - 0.5F); 021 this.head.setRotationPoint(0.0F, 0.0F + var1, 0.0F); 022 this.rightHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64); 023 this.rightHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F); 024 this.rightHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F); 025 this.leftHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64); 026 this.leftHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F); 027 this.leftHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F); 028 this.body = (new ModelRenderer(this, 0, 16)).setTextureSize(64, 64); 029 this.body.addBox(-5.0F, -10.0F, -5.0F, 10, 10, 10, var2 - 0.5F); 030 this.body.setRotationPoint(0.0F, 0.0F + var1 + 9.0F, 0.0F); 031 this.bottomBody = (new ModelRenderer(this, 0, 36)).setTextureSize(64, 64); 032 this.bottomBody.addBox(-6.0F, -12.0F, -6.0F, 12, 12, 12, var2 - 0.5F); 033 this.bottomBody.setRotationPoint(0.0F, 0.0F + var1 + 20.0F, 0.0F); 034 } 035 036 /** 037 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 038 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 039 * "far" arms and legs can swing at most. 040 */ 041 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6) 042 { 043 super.setRotationAngles(par1, par2, par3, par4, par5, par6); 044 this.head.rotateAngleY = par4 / (180F / (float)Math.PI); 045 this.head.rotateAngleX = par5 / (180F / (float)Math.PI); 046 this.body.rotateAngleY = par4 / (180F / (float)Math.PI) * 0.25F; 047 float var7 = MathHelper.sin(this.body.rotateAngleY); 048 float var8 = MathHelper.cos(this.body.rotateAngleY); 049 this.rightHand.rotateAngleZ = 1.0F; 050 this.leftHand.rotateAngleZ = -1.0F; 051 this.rightHand.rotateAngleY = 0.0F + this.body.rotateAngleY; 052 this.leftHand.rotateAngleY = (float)Math.PI + this.body.rotateAngleY; 053 this.rightHand.rotationPointX = var8 * 5.0F; 054 this.rightHand.rotationPointZ = -var7 * 5.0F; 055 this.leftHand.rotationPointX = -var8 * 5.0F; 056 this.leftHand.rotationPointZ = var7 * 5.0F; 057 } 058 059 /** 060 * Sets the models various rotation angles then renders the model. 061 */ 062 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 063 { 064 this.setRotationAngles(par2, par3, par4, par5, par6, par7); 065 this.body.render(par7); 066 this.bottomBody.render(par7); 067 this.head.render(par7); 068 this.rightHand.render(par7); 069 this.leftHand.render(par7); 070 } 071 }