001package net.minecraft.client.model;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import net.minecraft.entity.Entity;
006import net.minecraft.util.MathHelper;
007
008@SideOnly(Side.CLIENT)
009public class ModelSnowMan extends ModelBase
010{
011    public ModelRenderer body;
012    public ModelRenderer bottomBody;
013    public ModelRenderer head;
014    public ModelRenderer rightHand;
015    public ModelRenderer leftHand;
016
017    public ModelSnowMan()
018    {
019        float var1 = 4.0F;
020        float var2 = 0.0F;
021        this.head = (new ModelRenderer(this, 0, 0)).setTextureSize(64, 64);
022        this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, var2 - 0.5F);
023        this.head.setRotationPoint(0.0F, 0.0F + var1, 0.0F);
024        this.rightHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64);
025        this.rightHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F);
026        this.rightHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F);
027        this.leftHand = (new ModelRenderer(this, 32, 0)).setTextureSize(64, 64);
028        this.leftHand.addBox(-1.0F, 0.0F, -1.0F, 12, 2, 2, var2 - 0.5F);
029        this.leftHand.setRotationPoint(0.0F, 0.0F + var1 + 9.0F - 7.0F, 0.0F);
030        this.body = (new ModelRenderer(this, 0, 16)).setTextureSize(64, 64);
031        this.body.addBox(-5.0F, -10.0F, -5.0F, 10, 10, 10, var2 - 0.5F);
032        this.body.setRotationPoint(0.0F, 0.0F + var1 + 9.0F, 0.0F);
033        this.bottomBody = (new ModelRenderer(this, 0, 36)).setTextureSize(64, 64);
034        this.bottomBody.addBox(-6.0F, -12.0F, -6.0F, 12, 12, 12, var2 - 0.5F);
035        this.bottomBody.setRotationPoint(0.0F, 0.0F + var1 + 20.0F, 0.0F);
036    }
037
038    /**
039     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
040     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
041     * "far" arms and legs can swing at most.
042     */
043    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
044    {
045        super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
046        this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
047        this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
048        this.body.rotateAngleY = par4 / (180F / (float)Math.PI) * 0.25F;
049        float var8 = MathHelper.sin(this.body.rotateAngleY);
050        float var9 = MathHelper.cos(this.body.rotateAngleY);
051        this.rightHand.rotateAngleZ = 1.0F;
052        this.leftHand.rotateAngleZ = -1.0F;
053        this.rightHand.rotateAngleY = 0.0F + this.body.rotateAngleY;
054        this.leftHand.rotateAngleY = (float)Math.PI + this.body.rotateAngleY;
055        this.rightHand.rotationPointX = var9 * 5.0F;
056        this.rightHand.rotationPointZ = -var8 * 5.0F;
057        this.leftHand.rotationPointX = -var9 * 5.0F;
058        this.leftHand.rotationPointZ = var8 * 5.0F;
059    }
060
061    /**
062     * Sets the models various rotation angles then renders the model.
063     */
064    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
065    {
066        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
067        this.body.render(par7);
068        this.bottomBody.render(par7);
069        this.head.render(par7);
070        this.rightHand.render(par7);
071        this.leftHand.render(par7);
072    }
073}