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 ModelCreeper extends ModelBase
010{
011    public ModelRenderer head;
012    public ModelRenderer field_78133_b;
013    public ModelRenderer body;
014    public ModelRenderer leg1;
015    public ModelRenderer leg2;
016    public ModelRenderer leg3;
017    public ModelRenderer leg4;
018
019    public ModelCreeper()
020    {
021        this(0.0F);
022    }
023
024    public ModelCreeper(float par1)
025    {
026        byte var2 = 4;
027        this.head = new ModelRenderer(this, 0, 0);
028        this.head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1);
029        this.head.setRotationPoint(0.0F, (float)var2, 0.0F);
030        this.field_78133_b = new ModelRenderer(this, 32, 0);
031        this.field_78133_b.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, par1 + 0.5F);
032        this.field_78133_b.setRotationPoint(0.0F, (float)var2, 0.0F);
033        this.body = new ModelRenderer(this, 16, 16);
034        this.body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, par1);
035        this.body.setRotationPoint(0.0F, (float)var2, 0.0F);
036        this.leg1 = new ModelRenderer(this, 0, 16);
037        this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
038        this.leg1.setRotationPoint(-2.0F, (float)(12 + var2), 4.0F);
039        this.leg2 = new ModelRenderer(this, 0, 16);
040        this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
041        this.leg2.setRotationPoint(2.0F, (float)(12 + var2), 4.0F);
042        this.leg3 = new ModelRenderer(this, 0, 16);
043        this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
044        this.leg3.setRotationPoint(-2.0F, (float)(12 + var2), -4.0F);
045        this.leg4 = new ModelRenderer(this, 0, 16);
046        this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, 6, 4, par1);
047        this.leg4.setRotationPoint(2.0F, (float)(12 + var2), -4.0F);
048    }
049
050    /**
051     * Sets the models various rotation angles then renders the model.
052     */
053    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
054    {
055        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
056        this.head.render(par7);
057        this.body.render(par7);
058        this.leg1.render(par7);
059        this.leg2.render(par7);
060        this.leg3.render(par7);
061        this.leg4.render(par7);
062    }
063
064    /**
065     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
066     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
067     * "far" arms and legs can swing at most.
068     */
069    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
070    {
071        this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
072        this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
073        this.leg1.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
074        this.leg2.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
075        this.leg3.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
076        this.leg4.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
077    }
078}