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 ModelBlaze extends ModelBase
010{
011    /** The sticks that fly around the Blaze. */
012    private ModelRenderer[] blazeSticks = new ModelRenderer[12];
013    private ModelRenderer blazeHead;
014
015    public ModelBlaze()
016    {
017        for (int var1 = 0; var1 < this.blazeSticks.length; ++var1)
018        {
019            this.blazeSticks[var1] = new ModelRenderer(this, 0, 16);
020            this.blazeSticks[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2);
021        }
022
023        this.blazeHead = new ModelRenderer(this, 0, 0);
024        this.blazeHead.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8);
025    }
026
027    public int func_78104_a()
028    {
029        return 8;
030    }
031
032    /**
033     * Sets the models various rotation angles then renders the model.
034     */
035    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
036    {
037        this.setRotationAngles(par2, par3, par4, par5, par6, par7, par1Entity);
038        this.blazeHead.render(par7);
039
040        for (int var8 = 0; var8 < this.blazeSticks.length; ++var8)
041        {
042            this.blazeSticks[var8].render(par7);
043        }
044    }
045
046    /**
047     * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
048     * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
049     * "far" arms and legs can swing at most.
050     */
051    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
052    {
053        float var8 = par3 * (float)Math.PI * -0.1F;
054        int var9;
055
056        for (var9 = 0; var9 < 4; ++var9)
057        {
058            this.blazeSticks[var9].rotationPointY = -2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
059            this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 9.0F;
060            this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 9.0F;
061            ++var8;
062        }
063
064        var8 = ((float)Math.PI / 4F) + par3 * (float)Math.PI * 0.03F;
065
066        for (var9 = 4; var9 < 8; ++var9)
067        {
068            this.blazeSticks[var9].rotationPointY = 2.0F + MathHelper.cos(((float)(var9 * 2) + par3) * 0.25F);
069            this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 7.0F;
070            this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 7.0F;
071            ++var8;
072        }
073
074        var8 = 0.47123894F + par3 * (float)Math.PI * -0.05F;
075
076        for (var9 = 8; var9 < 12; ++var9)
077        {
078            this.blazeSticks[var9].rotationPointY = 11.0F + MathHelper.cos(((float)var9 * 1.5F + par3) * 0.5F);
079            this.blazeSticks[var9].rotationPointX = MathHelper.cos(var8) * 5.0F;
080            this.blazeSticks[var9].rotationPointZ = MathHelper.sin(var8) * 5.0F;
081            ++var8;
082        }
083
084        this.blazeHead.rotateAngleY = par4 / (180F / (float)Math.PI);
085        this.blazeHead.rotateAngleX = par5 / (180F / (float)Math.PI);
086    }
087}