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 ModelBlaze extends ModelBase 008 { 009 private ModelRenderer[] field_78106_a = new ModelRenderer[12]; 010 private ModelRenderer field_78105_b; 011 012 public ModelBlaze() 013 { 014 for (int var1 = 0; var1 < this.field_78106_a.length; ++var1) 015 { 016 this.field_78106_a[var1] = new ModelRenderer(this, 0, 16); 017 this.field_78106_a[var1].addBox(0.0F, 0.0F, 0.0F, 2, 8, 2); 018 } 019 020 this.field_78105_b = new ModelRenderer(this, 0, 0); 021 this.field_78105_b.addBox(-4.0F, -4.0F, -4.0F, 8, 8, 8); 022 } 023 024 public int func_78104_a() 025 { 026 return 8; 027 } 028 029 /** 030 * Sets the models various rotation angles then renders the model. 031 */ 032 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7) 033 { 034 this.setRotationAngles(par2, par3, par4, par5, par6, par7); 035 this.field_78105_b.render(par7); 036 ModelRenderer[] var8 = this.field_78106_a; 037 int var9 = var8.length; 038 039 for (int var10 = 0; var10 < var9; ++var10) 040 { 041 ModelRenderer var11 = var8[var10]; 042 var11.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) 052 { 053 float var7 = par3 * (float)Math.PI * -0.1F; 054 int var8; 055 056 for (var8 = 0; var8 < 4; ++var8) 057 { 058 this.field_78106_a[var8].rotationPointY = -2.0F + MathHelper.cos(((float)(var8 * 2) + par3) * 0.25F); 059 this.field_78106_a[var8].rotationPointX = MathHelper.cos(var7) * 9.0F; 060 this.field_78106_a[var8].rotationPointZ = MathHelper.sin(var7) * 9.0F; 061 ++var7; 062 } 063 064 var7 = ((float)Math.PI / 4F) + par3 * (float)Math.PI * 0.03F; 065 066 for (var8 = 4; var8 < 8; ++var8) 067 { 068 this.field_78106_a[var8].rotationPointY = 2.0F + MathHelper.cos(((float)(var8 * 2) + par3) * 0.25F); 069 this.field_78106_a[var8].rotationPointX = MathHelper.cos(var7) * 7.0F; 070 this.field_78106_a[var8].rotationPointZ = MathHelper.sin(var7) * 7.0F; 071 ++var7; 072 } 073 074 var7 = 0.47123894F + par3 * (float)Math.PI * -0.05F; 075 076 for (var8 = 8; var8 < 12; ++var8) 077 { 078 this.field_78106_a[var8].rotationPointY = 11.0F + MathHelper.cos(((float)var8 * 1.5F + par3) * 0.5F); 079 this.field_78106_a[var8].rotationPointX = MathHelper.cos(var7) * 5.0F; 080 this.field_78106_a[var8].rotationPointZ = MathHelper.sin(var7) * 5.0F; 081 ++var7; 082 } 083 084 this.field_78105_b.rotateAngleY = par4 / (180F / (float)Math.PI); 085 this.field_78105_b.rotateAngleX = par5 / (180F / (float)Math.PI); 086 } 087 }