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 ModelVillager extends ModelBase
008    {
009        /** The head box of the VillagerModel */
010        public ModelRenderer villagerHead;
011    
012        /** The body of the VillagerModel */
013        public ModelRenderer villagerBody;
014    
015        /** The arms of the VillagerModel */
016        public ModelRenderer villagerArms;
017    
018        /** The right leg of the VillagerModel */
019        public ModelRenderer rightVillagerLeg;
020    
021        /** The left leg of the VillagerModel */
022        public ModelRenderer leftVillagerLeg;
023    
024        public ModelVillager(float par1)
025        {
026            this(par1, 0.0F);
027        }
028    
029        public ModelVillager(float par1, float par2)
030        {
031            byte var3 = 64;
032            byte var4 = 64;
033            this.villagerHead = (new ModelRenderer(this)).setTextureSize(var3, var4);
034            this.villagerHead.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
035            this.villagerHead.setTextureOffset(0, 0).addBox(-4.0F, -10.0F, -4.0F, 8, 10, 8, par1);
036            this.villagerHead.setTextureOffset(24, 0).addBox(-1.0F, -3.0F, -6.0F, 2, 4, 2, par1);
037            this.villagerBody = (new ModelRenderer(this)).setTextureSize(var3, var4);
038            this.villagerBody.setRotationPoint(0.0F, 0.0F + par2, 0.0F);
039            this.villagerBody.setTextureOffset(16, 20).addBox(-4.0F, 0.0F, -3.0F, 8, 12, 6, par1);
040            this.villagerBody.setTextureOffset(0, 38).addBox(-4.0F, 0.0F, -3.0F, 8, 18, 6, par1 + 0.5F);
041            this.villagerArms = (new ModelRenderer(this)).setTextureSize(var3, var4);
042            this.villagerArms.setRotationPoint(0.0F, 0.0F + par2 + 2.0F, 0.0F);
043            this.villagerArms.setTextureOffset(44, 22).addBox(-8.0F, -2.0F, -2.0F, 4, 8, 4, par1);
044            this.villagerArms.setTextureOffset(44, 22).addBox(4.0F, -2.0F, -2.0F, 4, 8, 4, par1);
045            this.villagerArms.setTextureOffset(40, 38).addBox(-4.0F, 2.0F, -2.0F, 8, 4, 4, par1);
046            this.rightVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
047            this.rightVillagerLeg.setRotationPoint(-2.0F, 12.0F + par2, 0.0F);
048            this.rightVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
049            this.leftVillagerLeg = (new ModelRenderer(this, 0, 22)).setTextureSize(var3, var4);
050            this.leftVillagerLeg.mirror = true;
051            this.leftVillagerLeg.setRotationPoint(2.0F, 12.0F + par2, 0.0F);
052            this.leftVillagerLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, par1);
053        }
054    
055        /**
056         * Sets the models various rotation angles then renders the model.
057         */
058        public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
059        {
060            this.setRotationAngles(par2, par3, par4, par5, par6, par7);
061            this.villagerHead.render(par7);
062            this.villagerBody.render(par7);
063            this.rightVillagerLeg.render(par7);
064            this.leftVillagerLeg.render(par7);
065            this.villagerArms.render(par7);
066        }
067    
068        /**
069         * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
070         * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
071         * "far" arms and legs can swing at most.
072         */
073        public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
074        {
075            this.villagerHead.rotateAngleY = par4 / (180F / (float)Math.PI);
076            this.villagerHead.rotateAngleX = par5 / (180F / (float)Math.PI);
077            this.villagerArms.rotationPointY = 3.0F;
078            this.villagerArms.rotationPointZ = -1.0F;
079            this.villagerArms.rotateAngleX = -0.75F;
080            this.rightVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2 * 0.5F;
081            this.leftVillagerLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2 * 0.5F;
082            this.rightVillagerLeg.rotateAngleY = 0.0F;
083            this.leftVillagerLeg.rotateAngleY = 0.0F;
084        }
085    }