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 ModelSkeletonHead extends ModelBase 008 { 009 public ModelRenderer skeletonHead; 010 011 public ModelSkeletonHead() 012 { 013 this(0, 35, 64, 64); 014 } 015 016 public ModelSkeletonHead(int par1, int par2, int par3, int par4) 017 { 018 this.textureWidth = par3; 019 this.textureHeight = par4; 020 this.skeletonHead = new ModelRenderer(this, par1, par2); 021 this.skeletonHead.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F); 022 this.skeletonHead.setRotationPoint(0.0F, 0.0F, 0.0F); 023 } 024 025 /** 026 * Sets the models various rotation angles then renders the model. 027 */ 028 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 029 { 030 this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity); 031 this.skeletonHead.render(par7); 032 } 033 034 /** 035 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms 036 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how 037 * "far" arms and legs can swing at most. 038 */ 039 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity) 040 { 041 super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity); 042 this.skeletonHead.rotateAngleY = par4 / (180F / (float)Math.PI); 043 this.skeletonHead.rotateAngleX = par5 / (180F / (float)Math.PI); 044 } 045 }